This includes some changes I made for the official ScummVM builds starting
with 2.2.0 that have not yet been backported. Usually, the Inno Setup
script cannot be used completely as-is depending on the libraries
used (e.g. static via dynamic), so this is mainly for reference.
NOTE: Please note that the .iss files have a 'weird' encoding, so
in order to keep all the special characters, it should only be
modified with the official Inno Setup tools.
(original bug)
In LOOM, the scripts actually read the videomode var and make actor palette adjustments based on that. Which means for games saved in EGA mode, with the wrong videomode var value, there will be glitches.
This concerns not only Bobbin, but the script does things for various actors and costumes in various situations.
We just set the videomode var to the actual config after loading.
For Bobbin in normal costume, I also include a post-load fix for savegames that will not have the actor palettes fixed by the scripts (savegames that we allow in situations where the original would prevent them).
(original interpreter bug, reported by antoniou79)
The original interpreter has an actor palette fix for the CGA mode, but it isn't properly re-applied after the script makes changes to the actor palette)
These are emitted by GCC when -Wundef is passed.
The _PSX symbol looks to be intended to switch the codebase between
building the PSX and PC version of the game due to differences in the
data structures. The _PSX_ON_PC likely allows building a version of
the engine which will run on PC, but use the PSX game data.
These should be refactored to allow the codebase to use either PC or
PSX game data at runtime in future, but for now, these are hardcoded
to the PC game data version for build stability.
The warning message was only based on the description of the autosave file. And that description depended on the GUI language setting, since it is a string that gets translated.
Now we also query the _saveType that is set by the metaengine...