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authorMax Horn2002-12-11 20:48:32 +0000
committerMax Horn2002-12-11 20:48:32 +0000
commit6e5f8e0111d913359dcd94d79a65205d8457a8ed (patch)
tree5ea8bf79e59a9a50b13631b93c69e8e68097cef6
parentbf62494fd5fc578a609b5986237035997c214b15 (diff)
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Patch #651882: Noir mode fix
svn-id: r5906
-rw-r--r--scumm/script_v2.cpp22
1 files changed, 12 insertions, 10 deletions
diff --git a/scumm/script_v2.cpp b/scumm/script_v2.cpp
index 484de5170a..0a556a0838 100644
--- a/scumm/script_v2.cpp
+++ b/scumm/script_v2.cpp
@@ -1579,16 +1579,18 @@ void Scumm::o6_roomOps()
break;
case 213: /* set palette */
- // One case where this is used is to turn off Sam & Max film
- // noir mode. Unfortunately it only restores color to the
- // palette, it doesn't take palette manipulation (darkening,
- // etc.) into account. So, for instance, if you turn on film
- // noir mode in Sam & Max's office, turn off the light and turn
- // off film noir mode, the room will no longer look dark.
- //
- // This bug is present in the original interpreter, so it may
- // not be worth the trouble fixing it.
- setPalette(pop());
+ a = pop();
+
+ // This opcode is used when turning off noir mode in Sam & Max,
+ // but since our implementation of this feature doesn't change
+ // the original palette there's no need to reload it. Doing it
+ // this way, we avoid some graphics glitches that the original
+ // interpreter had.
+
+ if (_gameId == GID_SAMNMAX && vm.slot[_currentScript].number == 64)
+ setDirtyColors(0, 255);
+ else
+ setPalette(a);
break;
default: