[Scummvm-cvs-logs] scummvm master -> 8eefa4e2b52806fe0bbdf7805241e4d913706f5e

m-kiewitz m_kiewitz at users.sourceforge.net
Sun Feb 14 15:18:36 CET 2016


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:
8eefa4e2b5 AGI: Added a few comments about KQ1


Commit: 8eefa4e2b52806fe0bbdf7805241e4d913706f5e
    https://github.com/scummvm/scummvm/commit/8eefa4e2b52806fe0bbdf7805241e4d913706f5e
Author: Martin Kiewitz (m_kiewitz at users.sourceforge.net)
Date: 2016-02-14T15:17:57+01:00

Commit Message:
AGI: Added a few comments about KQ1

set.simple gets called when killing the witch + planting beans
Right after bowing to the king, ego faces away from him. This
issue was already present in 1.7.0. Could probably get solved
later via script patcher.

Changed paths:
    engines/agi/op_cmd.cpp
    engines/agi/view.cpp



diff --git a/engines/agi/op_cmd.cpp b/engines/agi/op_cmd.cpp
index e7363c3..61ef20a 100644
--- a/engines/agi/op_cmd.cpp
+++ b/engines/agi/op_cmd.cpp
@@ -895,6 +895,8 @@ void cmdSetSimple(AgiGame *state, AgiEngine *vm, uint8 *parameter) {
 		// it's called with parameter 16.
 		// Original interpreter doesn't seem to play any sound.
 		// TODO: Figure out what's going on. It can't be automatic saving of course.
+		// Also getting called in KQ1, when planting beans - parameter 12.
+		// And when killing the witch - parameter 40.
 		if ((getVersion() < 0x2425) || (getVersion() == 0x2440)) {
 			// was not available before 2.2425, but also not available in 2.440
 			warning("set.simple called, although not available for current AGI version");
diff --git a/engines/agi/view.cpp b/engines/agi/view.cpp
index 322afd8..a13e40e 100644
--- a/engines/agi/view.cpp
+++ b/engines/agi/view.cpp
@@ -482,7 +482,11 @@ void AgiEngine::setLoop(ScreenObjEntry *screenObj, int16 loopNr) {
 		// requested loop not existant
 		// instead of error()ing out, we instead clip it
 		// At least required for possibly Manhunter 1 according to previous comment when leaving the arcade machine
-		// TODO: check MH1
+		// TODO: Check MH1
+		// TODO: This causes an issue in KQ1, when bowing to the king in room 53
+		//       Ego will face away from the king, because the scripts set the loop first and then the view
+		//       Loop is corrected by us, because at that time it's invalid. Was already present in 1.7.0
+		//       We should probably script-patch it out.
 		int16 requestedLoopNr = loopNr;
 
 		loopNr = screenObj->loopCount - 1;






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