[Scummvm-git-logs] scummvm master -> 8e5134bd08ac8a9aac893696df1a3913a6c33f97

neuromancer noreply at scummvm.org
Mon Jan 20 12:22:42 UTC 2025


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:
8253c4656f FREESCAPE: avoid crashing when remapping colors in cpc games
8e5134bd08 FREESCAPE: added missing drawFrame call to avoid black frames after script execution


Commit: 8253c4656f4eff2db260dbb16c9e6842fca4e4c9
    https://github.com/scummvm/scummvm/commit/8253c4656f4eff2db260dbb16c9e6842fca4e4c9
Author: neuromancer (gustavo.grieco at gmail.com)
Date: 2025-01-20T13:24:50+01:00

Commit Message:
FREESCAPE: avoid crashing when remapping colors in cpc games

Changed paths:
    engines/freescape/gfx.cpp


diff --git a/engines/freescape/gfx.cpp b/engines/freescape/gfx.cpp
index d1a1cb8199f..2be9d668b78 100644
--- a/engines/freescape/gfx.cpp
+++ b/engines/freescape/gfx.cpp
@@ -452,6 +452,12 @@ bool Renderer::getRGBAtCPC(uint8 index, uint8 &r1, uint8 &g1, uint8 &b1, uint8 &
 			stipple = nullptr;
 			return true;
 		}
+		readFromPalette(index, r1, g1, b1);
+		r2 = r1;
+		g2 = g1;
+		b2 = b1;
+		stipple = nullptr;
+		return true;
 	}
 	assert (_renderMode == Common::kRenderCPC);
 	stipple = (byte *)_stipples[index - 1];


Commit: 8e5134bd08ac8a9aac893696df1a3913a6c33f97
    https://github.com/scummvm/scummvm/commit/8e5134bd08ac8a9aac893696df1a3913a6c33f97
Author: neuromancer (gustavo.grieco at gmail.com)
Date: 2025-01-20T13:24:50+01:00

Commit Message:
FREESCAPE: added missing drawFrame call to avoid black frames after script execution

Changed paths:
    engines/freescape/freescape.cpp


diff --git a/engines/freescape/freescape.cpp b/engines/freescape/freescape.cpp
index 26ca8cdec1f..4c53c4cd019 100644
--- a/engines/freescape/freescape.cpp
+++ b/engines/freescape/freescape.cpp
@@ -771,6 +771,7 @@ Common::Error FreescapeEngine::run() {
 				executeObjectConditions(_delayedShootObject, true, rockTravel, false);
 				executeLocalGlobalConditions(true, false, false); // Only execute "on shot" room/global conditions
 				_delayedShootObject = nullptr;
+				drawFrame(); // Redraw the frame, in case the script execution took too long
 			}
 		}
 




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