[Scummvm-git-logs] scummvm master -> 74d4cb820ab512a9165b57631d4839f9a34b24f7
bluegr
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Tue Jun 14 05:55:58 UTC 2022
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:
74d4cb820a SCUMM: Fix the Nazis' uniforms in the corridors of Castle Brunwald (FM-TOWNS)
Commit: 74d4cb820ab512a9165b57631d4839f9a34b24f7
https://github.com/scummvm/scummvm/commit/74d4cb820ab512a9165b57631d4839f9a34b24f7
Author: Donovan Watteau (contrib at dwatteau.fr)
Date: 2022-06-14T08:55:55+03:00
Commit Message:
SCUMM: Fix the Nazis' uniforms in the corridors of Castle Brunwald (FM-TOWNS)
In Indy 3, some palette overrides were sometimes necessary to deal
with the 16-color limitation of EGA. When porting the game to the
FM-TOWNS, the palette overrides for the Nazis guards in the corridors
of Castle Brunwald weren't removed, and so their uniforms would be
gray there, although they were properly colored in green in all the
other rooms, including the zeppelin maze.
The PC VGA version doesn't have this problem, since they did remove
this palette override there.
Changed paths:
engines/scumm/detection_tables.h
engines/scumm/script_v5.cpp
diff --git a/engines/scumm/detection_tables.h b/engines/scumm/detection_tables.h
index e7915947c62..bc6a7a57766 100644
--- a/engines/scumm/detection_tables.h
+++ b/engines/scumm/detection_tables.h
@@ -174,7 +174,7 @@ static const GameSettings gameVariantsTable[] = {
{"indy3", "No AdLib", "ega", GID_INDY3, 3, 0, MDT_PCSPK | MDT_PCJR, 0, UNK, GUIO2(GUIO_NOSPEECH, GUIO_NOMIDI)},
{"indy3", "VGA", "vga", GID_INDY3, 3, 0, MDT_PCSPK | MDT_PCJR | MDT_CMS | MDT_ADLIB, GF_OLD256 | GF_FEW_LOCALS, Common::kPlatformDOS, GUIO3(GUIO_NOSPEECH, GUIO_NOMIDI, GUIO_ENHANCEMENTS)},
{"indy3", "Steam", "steam", GID_INDY3, 3, 0, MDT_PCSPK | MDT_PCJR | MDT_CMS | MDT_ADLIB, GF_OLD256 | GF_FEW_LOCALS, UNK, GUIO3(GUIO_NOSPEECH, GUIO_NOMIDI, GUIO_ENHANCEMENTS)},
- {"indy3", "FM-TOWNS", 0, GID_INDY3, 3, 0, MDT_TOWNS, GF_OLD256 | GF_FEW_LOCALS | GF_AUDIOTRACKS, Common::kPlatformFMTowns, GUIO4(GUIO_NOSPEECH, GUIO_NOMIDI, GUIO_MIDITOWNS, GUIO_TRIM_FMTOWNS_TO_200_PIXELS)},
+ {"indy3", "FM-TOWNS", 0, GID_INDY3, 3, 0, MDT_TOWNS, GF_OLD256 | GF_FEW_LOCALS | GF_AUDIOTRACKS, Common::kPlatformFMTowns, GUIO5(GUIO_NOSPEECH, GUIO_NOMIDI, GUIO_MIDITOWNS, GUIO_TRIM_FMTOWNS_TO_200_PIXELS, GUIO_ENHANCEMENTS)},
{"loom", "EGA", "ega", GID_LOOM, 3, 0, MDT_PCSPK | MDT_PCJR | MDT_CMS | MDT_ADLIB | MDT_MIDI | MDT_PREFER_MT32, 0, UNK, GUIO2(GUIO_NOSPEECH, GUIO_ENHANCEMENTS)},
{"loom", "No AdLib", "ega", GID_LOOM, 3, 0, MDT_PCSPK | MDT_PCJR | MDT_CMS, 0, UNK, GUIO3(GUIO_NOSPEECH, GUIO_NOMIDI, GUIO_ENHANCEMENTS)},
diff --git a/engines/scumm/script_v5.cpp b/engines/scumm/script_v5.cpp
index 97639838ab0..35599d27131 100644
--- a/engines/scumm/script_v5.cpp
+++ b/engines/scumm/script_v5.cpp
@@ -504,6 +504,20 @@ void ScummEngine_v5::o5_actorOps() {
j = getVarOrDirectByte(PARAM_2);
assertRange(0, i, 31, "o5_actorOps: palette slot");
+ // WORKAROUND: In the corridors of Castle Brunwald,
+ // there is a 'continuity error' with the Nazi guards
+ // in the FM-TOWNS version. They still have their
+ // palette override from the EGA version, making them
+ // appear in gray there, although their uniforms are
+ // green when you fight them or meet them again in
+ // the zeppelin. The PC VGA version fixed this.
+
+ if (_game.id == GID_INDY3 && _game.platform == Common::kPlatformFMTowns &&
+ (a->_costume == 23 || a->_costume == 28 || a->_costume == 29) &&
+ (_currentRoom == 20 || _currentRoom == 28 || _currentRoom == 32) && _enableEnhancements) {
+ break;
+ }
+
// WORKAROUND: The smoke animation is the same as
// what's used for the voodoo lady's cauldron. But
// for some reason, the colors changed between the
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