[Scummvm-git-logs] scummvm master -> 19d171d2d45328e734f8740d315d4fcaa08f75ad
dwatteau
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Thu May 15 15:10:24 UTC 2025
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Summary:
19d171d2d4 SCUMM: INDY3: Document biplane text script behavior in Japanese FM-TOWNS
Commit: 19d171d2d45328e734f8740d315d4fcaa08f75ad
https://github.com/scummvm/scummvm/commit/19d171d2d45328e734f8740d315d4fcaa08f75ad
Author: Donovan Watteau (contrib at dwatteau.fr)
Date: 2025-05-15T17:09:27+02:00
Commit Message:
SCUMM: INDY3: Document biplane text script behavior in Japanese FM-TOWNS
It looks like the Japanese FM-TOWNS release tried to fix the text color
problem when Indy and his father talk to each other in the biplane,
judging by local script 80-201 differences (where the color being
modified in the palette are the subtitle ones):
...
(80) breakHere();
(46) Local[0]++;
(44) unless (Local[0] > 9) goto 000D;
+(33) SetPalColor(14,10)
(14) print(255,[Color(10),Text("Dad! How'd you get here before me?")]);
(AE) WaitForMessage();
(13) ActorOps(1,[Costume(0)]);
+(33) SetPalColor(10,10)
(14) print(255,[Text("Don't ask!" + wait() + "I didn't know you could fly a plane, Junior!")]);
(AE) WaitForMessage();
+(33) SetPalColor(14,10)
(14) print(255,[Text("Fly, yes. Land, no.")]);
(AE) WaitForMessage();
(14) print(255,[Text("Hold on!")]);
...
But these SetPalColor() calls have no effect (at least in ScummVM; I
haven't checked the behavior of the Japanese release in DREAMM/UNZ/etc.)
This doesn't change anything in the current workaround, but it documents
what the Japanese release tried to do, and that the workaround in needed
in all cases.
(It looks like the Japanese release has unique code to fix the propeller
issues, too, but again it's incomplete. Still, they gave some directions
on how to possibly fix this on our side.)
Changed paths:
engines/scumm/script_v5.cpp
diff --git a/engines/scumm/script_v5.cpp b/engines/scumm/script_v5.cpp
index 85afd917b2d..696dea34601 100644
--- a/engines/scumm/script_v5.cpp
+++ b/engines/scumm/script_v5.cpp
@@ -3603,7 +3603,10 @@ void ScummEngine_v5::decodeParseStringTextString(int textSlot) {
// color, but for some reason this is only a problem on the
// FM-TOWNS. In order to determine who's who, we look for a
// `\xFF\x03` wait instruction or the `Junior` word, since
- // only Henry Sr. uses them in this script.
+ // only Henry Sr. uses them in this script. (The Japanese
+ // FM-TOWNS release tried to fix this with SetPalColor()
+ // calls, but they have no effect -- I haven't checked the
+ // behavior of this particular release in DREAMM, though.)
if (strstr((const char *)_scriptPointer, "\xFF\x03") || strstr((const char *)_scriptPointer, "Junior"))
_string[textSlot].color = 0x0A;
else
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