[Scummvm-git-logs] scummvm master -> 44fc2ae2ee0777537fcdece3e82bdb597d8b1599
AndywinXp
noreply at scummvm.org
Thu Sep 14 19:41:47 UTC 2023
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:
44fc2ae2ee SCUMM: HE: Fix #14621
Commit: 44fc2ae2ee0777537fcdece3e82bdb597d8b1599
https://github.com/scummvm/scummvm/commit/44fc2ae2ee0777537fcdece3e82bdb597d8b1599
Author: AndywinXp (andywinxp at gmail.com)
Date: 2023-09-14T21:41:40+02:00
Commit Message:
SCUMM: HE: Fix #14621
The issue, although minor, was there because of a workaround
which is incompatible with what the original HE code is trying to
do at that point; removing that workaround for HE games fixes it.
Changed paths:
engines/scumm/saveload.cpp
diff --git a/engines/scumm/saveload.cpp b/engines/scumm/saveload.cpp
index 97614316046..0cef5ae7e56 100644
--- a/engines/scumm/saveload.cpp
+++ b/engines/scumm/saveload.cpp
@@ -1875,7 +1875,7 @@ void ScummEngine::saveLoadWithSerializer(Common::Serializer &s) {
// Set video mode var to the current actual mode, not the one that was enabled when the game was saved.
// At least for Loom this fixes glitches, since the game actually reads the var and makes actor palette
// adjustments based on that. This is a bug that happens in the original interpreter, too.
- if (s.isLoading() && VAR_VIDEOMODE != 0xFF) {
+ if (s.isLoading() && VAR_VIDEOMODE != 0xFF && _game.heversion == 0) {
int videoModeSaved = VAR(VAR_VIDEOMODE);
setVideoModeVarToCurrentConfig();
// For MI1EGA we need to know if the savegame is from a different render mode, so we can apply some
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