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authoreriktorbjorn2011-05-16 07:07:17 +0200
committereriktorbjorn2011-05-16 07:07:17 +0200
commit760e8d4e6e215a760145608ed051341b65929004 (patch)
tree6dad26577ab048d49fb040494207b08e835b2a21
parent5a3aa7a994b772c8f084350f6f80d38a3ae4ddaa (diff)
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TSAGE: Fix bad palette in the Fleeing planet cutscene
It was using out-of-bounds data to manipulate the palette, and a missing break caused it to change palette again immediately. Still, even after this change I had the impression that the temporary palette was visible for a bit longer in DOSBox. Could be my imagination, though.
-rw-r--r--engines/tsage/ringworld_scenes2.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/engines/tsage/ringworld_scenes2.cpp b/engines/tsage/ringworld_scenes2.cpp
index 906f648b9e..4378eac724 100644
--- a/engines/tsage/ringworld_scenes2.cpp
+++ b/engines/tsage/ringworld_scenes2.cpp
@@ -477,13 +477,14 @@ void Scene1001::Action1::signal() {
case 19: {
_globals->_soundHandler.startSound(91);
byte adjustData[4] = {0xff, 0xff, 0xff, 0};
- _globals->_scenePalette.fade(adjustData, true, 0);
+ _globals->_scenePalette.fade(adjustData, false, 0);
scene->_object1._strip = 7;
scene->_object1._frame = 1;
scene->_object1.setPosition(Common::Point(314, 112));
scene->_object1.addMover(NULL);
setDelay(2);
+ break;
}
case 20:
_globals->_scenePalette.loadPalette(16);