[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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