Some versions of Adibou2 are only able to handle one CD at a time. This workaround enable to add Adibou2 applications by copying them as a subdirectory of the game directory, just like in multi-cd-aware versions.
Characters deletion in Adibou2 work by deleting all files matching with character number as suffix, but this removes also some unrelated save files about installed applications
Fixes the "delete character" button in Adibou2
We cannot strip paths for this opcode, as scripts sometimes delete all files in a directory (e.g. "TEMP\*.*", that would have been simplified as "*.*" with path stripping).
Use also full path match for read/write/copy/move operations, to allow distinguishing savegames with same filename under different directories, with a fallback to simple filename matching.
Ints were converted to uint16 first and then uint32 before being pushed, and popped as uint32, so a pushed (int32) "-1" was popped as (uint32) 65535.
This fixes an infinite loop when making a mistake in Adibou2 "write sentence in order" exercise.
A "resource ID -> name" mapping found in some NE executables, stored as a resource.
Not described by any documentation I could find, but the corresponding #define can be encountered in some old header files.
Mentioned by this blog post https://www.toptensoftware.com/blog/win3mu-5/ (section "The Mysterious Resource Type #15").
They will just land on the save directory, as other saves, with fix filename "adibou2_drawing_on_floppy_disk".
The use case is to facilitate sharing drawings between different Adibou characters, for example to continue a friend's drawing. In this view, we wrap the full picture and its thumbnail in a same file with a fix filename, so that one need only to move the "adibou2_drawing_on_floppy_disk" file between Adibou2 installations to share "floppy disk" drawings.
No fade transitions in the original game, and it leads to glitches (e.g. sometimes a scene is shown to soon, with a wrong palette, due to unexpected retrace in fade() call).
- resizeCursors should be able to shrink cursor sizes (sometimes Adibou2 uses 50*50 cursors, and then goes back to 32*32)
- cursor palettes (_draw->_cursorPalettes) should not be used when initializing cursoes with o1_initCursor
All tools now work correctly, except "text tool" which is still buggy.
Most missing graphical primitives had already stubs in "Inter_Playtoons", implement them there instead of "Inter_v7".
(As already done for Fascination)
Adibou scripts sometimes call functions with a storeMouse() in a row before checking the result, expecting a mouse down from the first processing to be still stored in variables.
E.g.
sub_5257 {
o1_animatePalette();
o1_keyFunc(1);
o1_keyFunc(2);
if (var32_16==1) {
"TEMP01.CSA" is actually "weather" file for player1.
The first time, it needs to be copied from "TEMP.CSA" (copy file is now implemented, remove previous workaround)