[Scummvm-cvs-logs] scummvm master -> ab256842e4a23acf8de28ea5e74344d47677d029

bluegr md5 at scummvm.org
Sat Feb 26 17:48:22 CET 2011


This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .

Summary:
ab256842e4 SCI: Added a TODO concerning the workaround for SQ1EGA, as we don't know if it happens in the original version


Commit: ab256842e4a23acf8de28ea5e74344d47677d029
    https://github.com/scummvm/scummvm/commit/ab256842e4a23acf8de28ea5e74344d47677d029
Author: md5 (md5 at scummvm.org)
Date: 2011-02-26T08:47:23-08:00

Commit Message:
SCI: Added a TODO concerning the workaround for SQ1EGA, as we don't know if it happens in the original version

Changed paths:
    engines/sci/graphics/view.cpp



diff --git a/engines/sci/graphics/view.cpp b/engines/sci/graphics/view.cpp
index 9e8cc2c..2956ea7 100644
--- a/engines/sci/graphics/view.cpp
+++ b/engines/sci/graphics/view.cpp
@@ -326,6 +326,7 @@ const CelInfo *GfxView::getCelInfo(int16 loopNo, int16 celNo) const {
 	// it. We just swap the two cels here in the EGA version, making it behave
 	// like the VGA version, thus the game scripts show the correct loop. Fixes
 	// bug #3044500. Note that the same workaround is in getBitmap().
+	// TODO: Check if this issue happens in the original version.
 	if (g_sci->getGameId() == GID_SQ1 && !_resMan->isVGA() && _resourceId == 506) {
 		if ((loopNo == 0 || loopNo == 1) && celNo == 0)
 			celNo = 1;






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