[Scummvm-cvs-logs] scummvm master -> c7e92192a14eeba3e51e7d82cbbfb57cea698a05

eriktorbjorn eriktorbjorn at telia.com
Sun May 31 20:47:27 CEST 2015


This automated email contains information about 2 new commits which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .

Summary:
4fc70f1dbd SHERLOCK: Fix brief black screen in EA logo intro
c7e92192a1 SHERLOCK: Added missing setAnimMode() call


Commit: 4fc70f1dbd602f9043b9aabef27e4850d70ec115
    https://github.com/scummvm/scummvm/commit/4fc70f1dbd602f9043b9aabef27e4850d70ec115
Author: Torbjörn Andersson (eriktorbjorn at users.sourceforge.net)
Date: 2015-05-31T20:27:41+02:00

Commit Message:
SHERLOCK: Fix brief black screen in EA logo intro

There used to be a slight delay between clearing the screen and
starting the "morph into EA logo" animation. Now those two things
are done in the same stage of the intro.

Changed paths:
    engines/sherlock/scalpel/tsage/logo.cpp



diff --git a/engines/sherlock/scalpel/tsage/logo.cpp b/engines/sherlock/scalpel/tsage/logo.cpp
index 239543b..3ae6476 100644
--- a/engines/sherlock/scalpel/tsage/logo.cpp
+++ b/engines/sherlock/scalpel/tsage/logo.cpp
@@ -480,20 +480,18 @@ void Logo::nextFrame() {
 			// Fade out the background but keep the shapes visible
 			fade(_palette2);
 			screen._backBuffer1.clear();
-			screen.clear();
 		}
 		break;
 
-	case 13: {
+	case 14:
 		// Load the new palette
 		byte palette[PALETTE_SIZE];
 		Common::copy(&_palette2[0], &_palette2[PALETTE_SIZE], &palette[0]);
 		_lib.getPalette(palette, 12);
+		screen.clear();
 		screen.setPalette(palette);
-		break;
-	}
 
-	case 14:
+		// Morph into the EA logo
 		_objects[0].setVisage(12, 1);
 		_objects[0]._frame = 1;
 		_objects[0]._numFrames = 7;


Commit: c7e92192a14eeba3e51e7d82cbbfb57cea698a05
    https://github.com/scummvm/scummvm/commit/c7e92192a14eeba3e51e7d82cbbfb57cea698a05
Author: Torbjörn Andersson (eriktorbjorn at users.sourceforge.net)
Date: 2015-05-31T20:45:40+02:00

Commit Message:
SHERLOCK: Added missing setAnimMode() call

It doesn't seem to make any difference, but surely it should be
called here when it's called for earlier animations?

Changed paths:
    engines/sherlock/scalpel/tsage/logo.cpp



diff --git a/engines/sherlock/scalpel/tsage/logo.cpp b/engines/sherlock/scalpel/tsage/logo.cpp
index 3ae6476..8cc5f99 100644
--- a/engines/sherlock/scalpel/tsage/logo.cpp
+++ b/engines/sherlock/scalpel/tsage/logo.cpp
@@ -495,6 +495,7 @@ void Logo::nextFrame() {
 		_objects[0].setVisage(12, 1);
 		_objects[0]._frame = 1;
 		_objects[0]._numFrames = 7;
+		_objects[0].setAnimMode(true);
 		_objects[0]._position = Common::Point(170, 142);
 		_objects[0].setDestination(Common::Point(158, 71));
 		break;






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