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authorTarek Soliman2017-01-31 20:52:41 -0600
committerTarek Soliman2017-01-31 20:55:34 -0600
commit3dc565df2627156f154b121b6c5b4b364fbfd1c0 (patch)
tree10a7a0bf4fde7a57592a8d44bc5d1c2523b0602d
parent32667eeaa9ae781846e963d18da641af1242ad05 (diff)
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SCI: Add more comments to SQ4-floppy workaround
I did a full-score playthrough of the game with a warning() on the workaround condition as m_kiewitz suggested. The following room numbers were logged: * room#1: intro logo * room#21: time rip (intro and ending) * room#531: time pod time travel * room#290: astro chicken star background * room#376: right after astro chicken game over (called only once)
-rw-r--r--engines/sci/engine/kgraphics.cpp7
1 files changed, 5 insertions, 2 deletions
diff --git a/engines/sci/engine/kgraphics.cpp b/engines/sci/engine/kgraphics.cpp
index efa34b5f1f..08e3115e48 100644
--- a/engines/sci/engine/kgraphics.cpp
+++ b/engines/sci/engine/kgraphics.cpp
@@ -671,8 +671,11 @@ reg_t kPaletteAnimate(EngineState *s, int argc, reg_t *argv) {
// palette animation effect slower and visible, and not have the logo screen
// get skipped because the scripts don't wait between animation steps. Fixes
// bug #3537232.
- // This problem also happens in the time pod (room#531)
- // This problem also happens in the ending cutscene time rip (room#21)
+ // The original workaround was for the intro SQ4 logo (room#1).
+ // This problem also happens in the time pod (room#531).
+ // This problem also happens in the ending cutscene time rip (room#21).
+ // This workaround affects astro chicken's (room#290) and is also called once
+ // right after a gameover (room#376)
if (g_sci->getGameId() == GID_SQ4 && !g_sci->isCD())
g_sci->sleep(10);