Contains the intro text and opening credits.
This is currently in Unicode; may need to make it Shift JIS later,
depending on how multibyte handling goes.
We had an existing driver for that, so that could be hooked up rather quickly.
I haven't targeted the non-digital sfx for now, since I haven't fully analyzed whether they are even used. And it would require the reading of static data from the executable which we'd rather avoid.
The experimental/guessed approach works fair enough, but there is a bit more to it.
I also removed the GF_ITE_PC98, since the platform is not exactly a game feature and can just as well be queried via _vm->getPlatform().
This commit doesn't fix the missing speech during the chess game sequence. Might be a resource issue. I haven't looked into it...
The PC-98 version of ITE has music in a different format I haven't
identified yet, so normal music handling code chokes on it. For now,
simply skipping all music allows the game to run.
Continuing the work at https://github.com/scummvm/scummvm/pull/2236,
which moved `convertBiDiString(..page)` to unicode-bidi.h,
now moving to there also the `(..lang)` flavour.
Thus, translation.h has only the SVM-GUI related function, and the
two util functions page+code are in unicode-bidi.
Loading a savegame from the Launcher for FOTAQ was broken by
commit de879dd (QUEEN: Disable load/save until game is properly
initialized). The patch comes from libretro to fix an issue
described as "ScummVM allows you to load a previous save before
the game is properly initialised. At best, this leads to
undefined behaviour. Most of the time it causes a segfault."
This commit allows loading save game earlier than the original
patch so that loading savegames from the launcher works again.
I don't know the details of the issue that was seen in libretro,
but I tested this change with both address-sanitizer and valgrind
on both Linux and macOS, and neither tool report any issue when
loading a savegame from the launcher.
This fixes bug #11327 (FOTAQ: Loading save game from the launcher
doesn't work).
The _lastUpdateTime variable was not initialized before its first
use, which resulted in the first call to update() having a random,
possibly very long, delay.
This was a regression from commit 1c5cbbb (QUEEN: Remove autosave
code). So fortunately the bug is not present in the last release!