("Inaccurate verb rendering in Monkey 1 FM-TOWNS)"
Actually, this is rather an emulation of an original bug than a fix...
I have also included a fix in the charset renderer that I noticed, but I don't think that one actually matters anywhere.
I haven't added a fix for exisiting saves. It would require another version bump and it is really not important enough.
Fixes the police lights on the title screens of each game.
Only one of every eight frames in the palette cycle was appearing.
Thanks to @eriktorbjorn for reporting this
In 2010 a 10 ms delay was added to every kGetEvent call to prevent
maxing out the CPU when some games display message boxes:
b0b4ddcc52
This rapid kGetEvent polling is called fast cast and it only exists in
SCI1.1 games and some SCI1 games. It occurs in an inner loop when the
fast cast global is set.
Now the workaround is only applied to fast cast games and only when the
kGetEvent polling occurs.
Removing this 10 ms delay from every SCI16 game cycle doesn't change
game speed by itself because the larger dynamic throttling in
kGameIsRestarting has been absorbing the 10 ms. But this does make the
other throttles easier to understand and work with, and solves minor
edge cases where delays from multiple kGetEvent calls add up.
Also adds Cloud::Storage::SyncDownloadingInfo struct to pass around a bunch of numbers instead of having 3 methods for each number (in CloudManager, Storage and SavesSyncRequest).
No need to reload the timestamps file all time (invalidating save file manager's cache) -- it's loaded once in the beginning of a sync and then is updated one file at a time.
A bit hacky (uses `friend`), but now while SaveLoadCloudSyncProgressDialog is modal, SaveLoadChooserDialog is still redrawing in the background, so the not-yet-ready saves buttons are being replaced with ready ones while the sync is in progress.
Removing GUI::CommandSender from SavesSyncRequest, so it doesn't update SaveLoadCloudSyncProgressDialog or SaveLoadChooserDialog from another thread.
Instead, these two are now polling CloudMan once per second themselves.
You can't make George Washington leave the main hall without starting a
fire, but this fire can't be started if George Washington's is not
wearing the chattering teeth.
So, when he comes back to that room, he should be wearing them, but
this is not the case during the associated cutscene (he does wear them
if you talk to him outside, or come back to this room again after this
cutscene). So, force costume 69 (chattering teeth) instead of costume
53 (no chattering teeth) for George Washington in this script.