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authorTorbjörn Andersson2003-06-13 06:45:05 +0000
committerTorbjörn Andersson2003-06-13 06:45:05 +0000
commit70f3302a88fefba098b145c08ad867ee7c41036c (patch)
treee994d96f1331e80395fab2d679ab56f35892ff8f
parent9d76540e75581126676f5e9aa71ddc21d9bbbdd1 (diff)
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Added comment on how Sam & Max uses one of the current unimplemented
opcodes. svn-id: r8456
-rw-r--r--scumm/script_v6.cpp16
1 files changed, 16 insertions, 0 deletions
diff --git a/scumm/script_v6.cpp b/scumm/script_v6.cpp
index 296b125b1b..e5182b1ede 100644
--- a/scumm/script_v6.cpp
+++ b/scumm/script_v6.cpp
@@ -2600,6 +2600,22 @@ void Scumm_v6::o6_kernelSetFunctions() {
warning("stub o6_kernelSetFunctions_114()");
break;
case 117:
+ // Sam & Max uses this opcode in script-43, right
+ // before a screensaver is selected. Perhaps it's
+ // supposed to turn off all (other) animations, because
+ // some of the screensavers look really stupid in some
+ // rooms, e.g. outside the Tunnel of Love, when parts
+ // of the screen are being redrawn all the time.
+ //
+ // But if so, how are the animations turn back on again
+ // afterwards? My only possible clue is that when the
+ // screensaver is turned off, the VAR_TIMER_NEXT
+ // variable is set to 6. But maybe that's unrelated.
+ //
+ // Sam & Max uses variable 132 to specify the number of
+ // minutes of inactivity (no mouse movements) before
+ // starting the screensaver, so setting it to 0 will
+ // help in debugging.
warning("stub o6_kernelSetFunctions_117()");
break;
case 119: