In Operation Stealth DOS and Atari ST versions, but not Amiga or
demo versions, sound effects are loaded in AUTO00.PRC using a
combination of o2_loadAbs and o2_playSample(1, ...) before
o1_freePartRange(0, 200). This is a better heuristic for ending the
script at the correct position than checking whether global variable
255 is compared to 0. In the original game AUTO00.PRC was run when
starting or restarting the game and one could not load a savegame
before passing the copy protection. Thus, we try to emulate that
behaviour by running at least part of AUTO00.PRC before loading a
savegame.
- Support for Japanese names which are converted to UTF-8 with 'recode'
- Support for files starting with '-' (avoid clash with options)
- Support for files contianing '{' (avoid hfs globbing clash)
- Support for files containing '/', it is replaced with ':'
- Support for empty directories, no more warnings
For Japanese mode filenames are correctly recoded back to HFS names, so
hutils are happy
If the error messages can not be found (They are in the file
ERRMESS.DAT in Operation Stealth) then use the default values.
There are now the following default error messages included in ScummVM
for Operation Stealth:
- American English (Protagonist is James Bond)
- British English (Protagonist is John Glames)
- French
- German
For the Italian and Spanish releases of Operation Stealth the error
messages from Future Wars are used as fallback. This is incorrect
but better than nothing.
This makes the error message handling more lenient than before so that
not having an ERRMESS.DAT does not block the starting of the game
anymore.
Fixes bug #11649.
They were supposed to compare two U32String, but due to a copy/paste
error they were comparing a U32String with a String. It compiled
because there is a String constructor that takes a U32String (and
converts it to UTF-8), but it was probably not quite working as
expected for non-ASCII characters.
When an engine provides in-memory SoundFont data, use that unless a
SoundFont has been explicitly configured on the current game. Otherwise
a global SoundFont setting will always override it. Even overriding the
MIDI settings for the game and leaving the SoundFont setting blank did
not work for me.