[Scummvm-git-logs] scummvm master -> 144230c8973da9ca00f0c59c924d67af5c9872f1

digitall 547637+digitall at users.noreply.github.com
Sun Apr 19 11:27:12 UTC 2020


This automated email contains information about 3 new commits which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .

Summary:
371da82d13 SWORD1: Fix cutscene playbck when entering the sewer in the PSX demo
e539a1c565 SWORD2: Work around another problematic animation frame in the PSX demo
144230c897 SWORD2: Hack to play the end cutscene in the PSX demo


Commit: 371da82d136b3a03429eb025aa87c17f1827d978
    https://github.com/scummvm/scummvm/commit/371da82d136b3a03429eb025aa87c17f1827d978
Author: Cameron Cawley (ccawley2011 at gmail.com)
Date: 2020-04-19T12:27:07+01:00

Commit Message:
SWORD1: Fix cutscene playbck when entering the sewer in the PSX demo

Changed paths:
    engines/sword1/animation.cpp


diff --git a/engines/sword1/animation.cpp b/engines/sword1/animation.cpp
index bb74c7b37d..bf2ab654d5 100644
--- a/engines/sword1/animation.cpp
+++ b/engines/sword1/animation.cpp
@@ -182,7 +182,7 @@ bool MoviePlayer::load(uint32 id) {
 		filename = Common::String::format("%s.smk", sequenceList[id]);
 		break;
 	case kVideoDecoderPSX:
-		filename = Common::String::format("%s.str", (_vm->_systemVars.isDemo) ? sequenceList[id] : sequenceListPSX[id]);
+		filename = Common::String::format("%s.str", (_vm->_systemVars.isDemo && id == 4) ? "intro" : sequenceListPSX[id]);
 		break;
 	case kVideoDecoderMP2:
 		filename = Common::String::format("%s.mp2", sequenceList[id]);
@@ -520,8 +520,8 @@ MoviePlayer *makeMoviePlayer(uint32 id, SwordEngine *vm, Text *textMan, ResMan *
 
 	// For the PSX version, we'll try the PlayStation stream files
 	if (vm->isPsx()) {
-		// The demo uses the normal file names
-		filename = ((vm->_systemVars.isDemo) ? Common::String(sequenceList[id]) : Common::String(sequenceListPSX[id])) + ".str";
+		// The demo uses the normal file names for the intro cutscene
+		filename = ((vm->_systemVars.isDemo && id == 4) ? "intro" : Common::String(sequenceListPSX[id])) + ".str";
 
 		if (Common::File::exists(filename)) {
 #ifdef USE_RGB_COLOR


Commit: e539a1c565a59aae9da30f94361ad1677d617c06
    https://github.com/scummvm/scummvm/commit/e539a1c565a59aae9da30f94361ad1677d617c06
Author: Cameron Cawley (ccawley2011 at gmail.com)
Date: 2020-04-19T12:27:07+01:00

Commit Message:
SWORD2: Work around another problematic animation frame in the PSX demo

Changed paths:
    engines/sword2/screen.cpp


diff --git a/engines/sword2/screen.cpp b/engines/sword2/screen.cpp
index fb26c8222d..9360154be9 100644
--- a/engines/sword2/screen.cpp
+++ b/engines/sword2/screen.cpp
@@ -556,7 +556,8 @@ void Screen::processImage(BuildUnit *build_unit) {
 	if ( (Sword2Engine::isPsx() &&  _vm->_logic->readVar(DEMO)) &&
 		 ((build_unit->anim_resource == 369 && build_unit->anim_pc == 0) ||
 		 (build_unit->anim_resource == 296 && build_unit->anim_pc == 5)  ||
-		 (build_unit->anim_resource == 534 && build_unit->anim_pc == 13)) )
+		 (build_unit->anim_resource == 534 && build_unit->anim_pc == 13) ||
+		 (build_unit->anim_resource == 416 && build_unit->anim_pc == 41)) )
 		return;
 
 	byte *file = _vm->_resman->openResource(build_unit->anim_resource);


Commit: 144230c8973da9ca00f0c59c924d67af5c9872f1
    https://github.com/scummvm/scummvm/commit/144230c8973da9ca00f0c59c924d67af5c9872f1
Author: Cameron Cawley (ccawley2011 at gmail.com)
Date: 2020-04-19T12:27:07+01:00

Commit Message:
SWORD2: Hack to play the end cutscene in the PSX demo

Changed paths:
    engines/sword2/function.cpp


diff --git a/engines/sword2/function.cpp b/engines/sword2/function.cpp
index 07fcaa094b..adfada2008 100644
--- a/engines/sword2/function.cpp
+++ b/engines/sword2/function.cpp
@@ -2127,6 +2127,9 @@ int32 Logic::fnPlaySequence(int32 *params) {
 	// add the appropriate file extension & play it
 
 	strcpy(filename, (const char *)decodePtr(params[0]));
+	if (Sword2Engine::isPsx() && readVar(DEMO) && strcmp(filename, "enddemo") == 0) {
+		strcpy(filename, "rdemo");
+	}
 
 	// Write to walkthrough file (zebug0.txt)
 	debug(5, "PLAYING SEQUENCE \"%s\"", filename);




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