[Scummvm-git-logs] scummvm master -> c94a0e2254b771b5b6d0f64b9679c6f1118ddb6f
AndywinXp
noreply at scummvm.org
Wed Jul 9 09:41:10 UTC 2025
This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://api.github.com/repos/scummvm/scummvm .
Summary:
c94a0e2254 SCUMM: AKOS: Fix shadow table usage on late HE99 games
Commit: c94a0e2254b771b5b6d0f64b9679c6f1118ddb6f
https://github.com/scummvm/scummvm/commit/c94a0e2254b771b5b6d0f64b9679c6f1118ddb6f
Author: AndywinXp (andywinxp at gmail.com)
Date: 2025-07-09T11:41:03+02:00
Commit Message:
SCUMM: AKOS: Fix shadow table usage on late HE99 games
Fixes #15920:
"SCUMM/HE: Pajama Sam 3: Graphical glitch when escaping from prison"
Changed paths:
engines/scumm/akos.cpp
diff --git a/engines/scumm/akos.cpp b/engines/scumm/akos.cpp
index 9a14f5889d8..fc60c23e390 100644
--- a/engines/scumm/akos.cpp
+++ b/engines/scumm/akos.cpp
@@ -397,7 +397,7 @@ byte AkosRenderer::drawLimb(const Actor *a, int limb) {
extra = p[2];
p += 3;
- uint32 decFlag = sequenceLayerIndirection[0];
+ uint32 displayCel = sequenceLayerIndirection[0];
for (i = 0; i != extra; i++) {
code = p[4];
@@ -428,11 +428,11 @@ byte AkosRenderer::drawLimb(const Actor *a, int limb) {
uint16 shadowMask = 0;
if (!useConditionalTable || !_akct) {
- decFlag = 1;
+ displayCel = 1;
} else {
uint32 cond = READ_LE_UINT32(_akct + cost.heCondMaskTable[limb] + sequenceLayerIndirection[i] * 4);
if (cond == 0) {
- decFlag = 1;
+ displayCel = 1;
} else {
uint32 type = cond & ~0x3FFFFFFF;
cond &= 0x3FFFFFFF;
@@ -441,27 +441,37 @@ byte AkosRenderer::drawLimb(const Actor *a, int limb) {
cond &= ~0xE000;
}
if (_vm->_game.heversion >= 90 && cond == 0) {
- decFlag = 1;
+ displayCel = 1;
} else if (type == 0x40000000) { // restored_bit
- decFlag = (a->_heCondMask & cond) == cond ? 1 : 0;
+ displayCel = (a->_heCondMask & cond) == cond ? 1 : 0;
} else if (type == 0x80000000) { // dirty_bit
- decFlag = (a->_heCondMask & cond) ? 0 : 1;
+ displayCel = (a->_heCondMask & cond) ? 0 : 1;
} else {
- decFlag = (a->_heCondMask & cond) ? 1 : 0;
+ displayCel = (a->_heCondMask & cond) ? 1 : 0;
}
}
}
p += (p[4] & AKC_ExtendBit) ? 6 : 5;
- if (decFlag == 0)
+ if (displayCel == 0)
continue;
+ const uint8 *currentShadowPtr = _xmap;
+
if (_vm->_game.heversion >= 90) {
- if (_vm->_game.heversion >= 99)
+ if (_vm->_game.heversion >= 99) {
_shadowMode = 0;
- if (_xmap && (shadowMask & AKC_ExtendWordBit))
+
+ // From source/disasm: the system should only shadow
+ // the layers that have the shadow system bit set...
+ currentShadowPtr = nullptr;
+ }
+
+ if (_xmap && (shadowMask & AKC_ExtendWordBit)) {
_shadowMode = 3;
+ currentShadowPtr = _xmap;
+ }
}
switch (_codec) {
@@ -475,7 +485,7 @@ byte AkosRenderer::drawLimb(const Actor *a, int limb) {
result |= paintCelMajMin(xMoveCur, yMoveCur);
break;
case AKOS_TRLE_CODEC:
- result |= paintCelTRLE(a->_number, a->_drawToBackBuf, xMoveCur, yMoveCur, _width, _height, _akpl[0], _xmap, 0);
+ result |= paintCelTRLE(a->_number, a->_drawToBackBuf, xMoveCur, yMoveCur, _width, _height, _akpl[0], currentShadowPtr, 0);
break;
default:
error("akos_drawLimb: invalid _codec %d", _codec);
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