[Scummvm-git-logs] scummvm master -> 7ba7d259c7238694d1c573d88cd891a4c9b05e4e
athrxx
noreply at scummvm.org
Sat Aug 20 23:38:39 UTC 2022
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:
cde957a793 SCUMM: (v1) - improve render mode comment
7ba7d259c7 SCUMM: (SAM) - fix bug no. 13761
Commit: cde957a793971ccea591b577a344c75bbce41da2
https://github.com/scummvm/scummvm/commit/cde957a793971ccea591b577a344c75bbce41da2
Author: athrxx (athrxx at scummvm.org)
Date: 2022-08-21T01:37:35+02:00
Commit Message:
SCUMM: (v1) - improve render mode comment
Changed paths:
engines/scumm/gfx.cpp
diff --git a/engines/scumm/gfx.cpp b/engines/scumm/gfx.cpp
index 24f7d63a0f4..3cb8e7c90e2 100644
--- a/engines/scumm/gfx.cpp
+++ b/engines/scumm/gfx.cpp
@@ -957,6 +957,10 @@ const byte *ScummEngine::postProcessDOSGraphics(VirtScreen *vs, int &pitch, int
} else if (renderV1 && vs->number == kTextVirtScreen) {
// For EGA, the only colors that need remapping are for the kTextVirtScreen.
+ // ZAKv1 is the only game that is affected by this. The original interpreter
+ // will also apply this mapping in VGA mode (as we do) but not in MCGA mode.
+ // So, should we ever decide to offer a separate MCGA render mode, then we
+ // should skip this for that mode...
for (uint8 i = 0; i < ARRAYSIZE(tmpTxtColMap); ++i)
tmpTxtColMap[i] = _gdi->remapColorToRenderMode(i);
for (int h = height; h; --h) {
Commit: 7ba7d259c7238694d1c573d88cd891a4c9b05e4e
https://github.com/scummvm/scummvm/commit/7ba7d259c7238694d1c573d88cd891a4c9b05e4e
Author: athrxx (athrxx at scummvm.org)
Date: 2022-08-21T01:38:04+02:00
Commit Message:
SCUMM: (SAM) - fix bug no. 13761
(Can't shoot names during the credits)
Changed paths:
engines/scumm/verbs.cpp
diff --git a/engines/scumm/verbs.cpp b/engines/scumm/verbs.cpp
index 6d535bab383..5298ec2132a 100644
--- a/engines/scumm/verbs.cpp
+++ b/engines/scumm/verbs.cpp
@@ -617,9 +617,16 @@ void ScummEngine::checkExecVerbs() {
// Generic keyboard input
runInputScript(kKeyClickArea, _mouseAndKeyboardStat, 1);
} else if (_mouseAndKeyboardStat & MBS_MOUSE_MASK) {
- VirtScreen *zone = findVirtScreen(_mouse.y);
const byte code = _mouseAndKeyboardStat & MBS_LEFT_CLICK ? 1 : 2;
+ if (_game.id == GID_SAMNMAX) {
+ // This has been simplified for SAMNMAX while DOTT still has the "normal" implementation
+ // (which makes sense, since it still has the "normal" verb interface). Anyway, we need this,
+ // it fixes bug #13761 ("SAMNMAX: Can't shoot names during the credits").
+ runInputScript(kSceneClickArea, 0, code);
+ return;
+ }
+ VirtScreen *zone = findVirtScreen(_mouse.y);
// This could be kUnkVirtScreen.
// Fixes bug #2773: "MANIACNES: Crash on click in speechtext-area"
if (!zone)
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