(The names will be displayed incorrectly in the GMM/launcher even if the GUI language is set to Korean. We don't have the required encoding (apparently ks_c_5601-1987 or similar).
Apparently in some builds the gScummVMVersion still contains the revision number (contrary to the comment in base/version.h, actually). I normally don't notice that, since it doesn't happen in my own builds. The long strings will break text fields that can't have strings of that length.
I'll now just generate my own version from gScummVMVersion, so I do get the desired (short) layout.
Bump save version. New games will be UTF-8, the old ones will still be correctly decoded from kISO8859_1. Tested and adapted all targets (not the fan translations).
("LANDS OF LORE: gamepad input doesn't work in some menus")
The current code would just disable the keymapper setting for all menus, although the single purpose of this is allowing text input (including from previously mapped keys) in the save name menu. I've split up the mapping in two, one mapping for the mouse clicks and one for the keyboard keys. Now, I disable only the keyboard part during the save name input process. Mouse clicks on the confirm/cancel buttons remain still possible through mapped keys.
Currently const char * points into some random buffer with unclear
lifetime.
Instead use Common::String which ensures lifetime as long as a reference is
held.
This also removes the need of copying into existing buffers in HoF and MR.
UnkBuf* are gone as well.
Co-authored-by: athrxx <athrxx@scummvm.org>
- I don't want to have this as a default, since it is convenient for consoles but a matter of taste for desktop platforms
- Also tweak the suggested name a bit more to my liking
This small quality-of-life change suggests a newsave name with the current time and date for the Land of Lore games. This allows to play the games with less usage of a keyboard (e.g. only mouse or remapping keys to a gamepad).
The assumption till now was that PC-9801 games in 16 color mode will always use text mode for text display. However, EOB1 uses text mode for intro and ending sequence and graphics mode for ingame.
Add new font variant for this and also do some cleanup, since the text displayer code really needs it.
(The problem is that at least 3 different Japanese publishers did the Japanese ports for the various games and every one of them did his own hacks for his specific target.)
The memset call to clear the Common::Event is unecessary as all fields
are cleared either directly by the class constructor or for fields which
are struct/class objects, by their constructors.
Reorganize all files in sub directories. The file placement isn't as intuitive as it might be for other engines, which is probably the reason why this hasn't been done before.