uint64 is unsigned long on linux64 (first match in
configure:find_type_with_size), so the format should be lu, but this is
incompatible with Win64, so just cast to make it portable and warning-
clean.
Amends commit 1496ad6bb5.
This workaround fixes a script bug in Backyard Baseball 2001 and 2003 where bunting a foul ball as Pete Wheeler may softlock the game if the ball goes far left or right field.
The original Backyard Baseball 1997 release does not seem to have this bug in my testing.
Fixes QFG1 (EGA) character allocation/stat screens drawing most of
their content one pixel to the right of where SSCI does.
Confirmed in disassembly of earliest and latest SCI16 interpreters.
This partially addresses bug #9593 regarding port drawing inaccuracies.
One of the issue was that we were listing the restart point
savegame (in slot 999), and it should not have been listed.
This caused a crash in the ags savegamedialog as it tried
to use the next slot, 1000, which is out of bound.
Changing this fixes bug #12386.
Another issue is that we could do out of bound writes due
to the AGS engine having to MAXSAVEGAMES define, one set to 20
and the other to 50. And in one place we were using the wrong
one.
Also specify a maximum save slot of 99. This is what the
original uses as it reserves higher slots for special purposes.
And finally do not use slot 999 for autosaves as it conflicts
with the slot used bu AGS for the restart point.
Temporarily remove the buildEngineOptionsWidgetStatic() overload from NancyMetaEngineDetection since it causes build errors on platforms where the engine isn't built.
Moved CheatDialog and EventFlagDialog to dialogs.h and removed cheat.h. Fixed a crash on closing the event flags dialog. Fixed the timer data in CheatDialog being incorrectly written to the player time. Removed a couple of incorrectly marked translation strings.
Implemented the original engine's main menu and added an option to enable it from the custom options dialog. Several buttons in the main menu don't work yet since they require implementing additional game states.
Hooked the engine into ScummVM's speech/subtitle settings, and added two extra options for player and character speech. Added a custom settings dialog which gets shown both inside the Edit Game window and the in-game Settings.
SoundManager is now responsible for loading and storing all common sounds (sounds with their own BOOT chunk). All playSound() calls with a hardcoded channel ID now use the chunk name instead. Also fixed some sound inaccuracies when switching between states.