[Scummvm-git-logs] scummvm branch-2-5 -> 90e10899532d8bfdc3a7e1928b749119d219784d
dreammaster
noreply at scummvm.org
Fri Dec 3 04:37:44 UTC 2021
This automated email contains information about 4 new commits which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .
Summary:
4cc2fc0547 SHERLOCK: Fix Rose Tattoo glitch when opening map
a772a3d247 NEWS: Mention map glitch fix for Rose Tattoo
e24284b64b SHERLOCK: Workaround for bad doorbell sound in Serrated Scalpel
90e1089953 NEWS: Mention Serrated Scalpel bell pull sound fix
Commit: 4cc2fc0547fc08d8419462f38cc6fd732c120ea4
https://github.com/scummvm/scummvm/commit/4cc2fc0547fc08d8419462f38cc6fd732c120ea4
Author: Torbjörn Andersson (eriktorbjorn at users.sourceforge.net)
Date: 2021-12-02T20:20:29-08:00
Commit Message:
SHERLOCK: Fix Rose Tattoo glitch when opening map
When the map was displayed, there would often be a noticeable glitch
where the map jumped from the upper left corner to the saved position.
This removes that initial map display and relies on scrolling to always
move it to the correct position.
This fixes #10850
Changed paths:
engines/sherlock/tattoo/tattoo_map.cpp
diff --git a/engines/sherlock/tattoo/tattoo_map.cpp b/engines/sherlock/tattoo/tattoo_map.cpp
index e432c255d8..8a6d742e39 100644
--- a/engines/sherlock/tattoo/tattoo_map.cpp
+++ b/engines/sherlock/tattoo/tattoo_map.cpp
@@ -117,10 +117,7 @@ int TattooMap::show() {
screen._backBuffer2.create(SHERLOCK_SCREEN_WIDTH * 2, SHERLOCK_SCREEN_HEIGHT * 2);
screen._backBuffer2.SHblitFrom(screen._backBuffer1);
- // Display the built map to the screen
- screen.slamArea(0, 0, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT);
-
- // Set initial scroll position
+ // Set initial scroll position, forcing the map to be displayed
_targetScroll = _bigPos;
screen._currentScroll = Common::Point(-1, -1);
Commit: a772a3d24796f36e1651c22f5ffa70db1c5b757e
https://github.com/scummvm/scummvm/commit/a772a3d24796f36e1651c22f5ffa70db1c5b757e
Author: Paul Gilbert (dreammaster at scummvm.org)
Date: 2021-12-02T20:21:56-08:00
Commit Message:
NEWS: Mention map glitch fix for Rose Tattoo
Changed paths:
NEWS.md
diff --git a/NEWS.md b/NEWS.md
index 95e4fcbf70..9fb6b0aa4d 100644
--- a/NEWS.md
+++ b/NEWS.md
@@ -32,8 +32,9 @@ For a more comprehensive changelog of the latest experimental code, see:
- Fixed crash when loading savegames from Humongous Entertainment games.
Sherlock:
- - Fix crash using matches on lab table
- - Fix character animation in Rose Tattoo
+ - Fix crash using matches on lab table.
+ - Fix character animation in Rose Tattoo.
+ - Fix glitch opening map in Rose Tattoo.
TwinE:
- Numerous bugfixes and stability improvements.
Commit: e24284b64bac8dcca5fc07631984f65c7aea157c
https://github.com/scummvm/scummvm/commit/e24284b64bac8dcca5fc07631984f65c7aea157c
Author: Torbjörn Andersson (eriktorbjorn at users.sourceforge.net)
Date: 2021-12-02T20:36:48-08:00
Commit Message:
SHERLOCK: Workaround for bad doorbell sound in Serrated Scalpel
The sound of the doorbell at Lord Brumwell's mansion is played at 1100
Hz. That has to be an error in the game data. The other sound effects I
checked were usually 11000 Hz, and sometimes 22000 Hz. It's hard to tell
by ear which one is correct here, but 11000 Hz seems to match the 3DO
version quite well.
This bug is present in the original DOS version, though less noticeably
so. Perhaps the original audio driver clamps the sample rate to a
reasonable interval? It still gets it wrong, but not as badly?
This fixes bug #10838.
Changed paths:
engines/sherlock/sound.cpp
diff --git a/engines/sherlock/sound.cpp b/engines/sherlock/sound.cpp
index 0e5652d52c..c212ddea38 100644
--- a/engines/sherlock/sound.cpp
+++ b/engines/sherlock/sound.cpp
@@ -313,6 +313,14 @@ bool Sound::playSoundResource(const Common::String &name, const Common::String &
byte *decoded = (byte *)malloc((size - 1) * 2);
+ // WORKAROUND: The doorbell at Lord Brumwell's mansion sounds really
+ // strange at 1100 Hz. The game isn't heavy on sounds, but other sound
+ // effects seem to be mostly at 11000 Hz, and that sounds about right
+ // here since it matches the 3DO version.
+ if (name == "JFCHIME.SND" && rate == 1100) {
+ rate = 11000;
+ }
+
// Holmes uses Creative ADPCM 4-bit data
int counter = 0;
byte reference = ptr[0];
Commit: 90e10899532d8bfdc3a7e1928b749119d219784d
https://github.com/scummvm/scummvm/commit/90e10899532d8bfdc3a7e1928b749119d219784d
Author: Paul Gilbert (dreammaster at scummvm.org)
Date: 2021-12-02T20:37:31-08:00
Commit Message:
NEWS: Mention Serrated Scalpel bell pull sound fix
Changed paths:
NEWS.md
diff --git a/NEWS.md b/NEWS.md
index 9fb6b0aa4d..2ac91d2631 100644
--- a/NEWS.md
+++ b/NEWS.md
@@ -35,6 +35,7 @@ For a more comprehensive changelog of the latest experimental code, see:
- Fix crash using matches on lab table.
- Fix character animation in Rose Tattoo.
- Fix glitch opening map in Rose Tattoo.
+ - Fix bell pull sound in Serrated Scalpel.
TwinE:
- Numerous bugfixes and stability improvements.
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