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author | Torbjörn Andersson | 2006-11-16 17:08:31 +0000 |
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committer | Torbjörn Andersson | 2006-11-16 17:08:31 +0000 |
commit | dfe8d777c122fb1054d27747bb2d6810e4cca84a (patch) | |
tree | 66ecb9be1e92e15865f389a86071aa232548bda4 /engines/scumm | |
parent | f93c693ab9d45f55ed047e3a566a2fc1e11f70f3 (diff) | |
download | scummvm-rg350-dfe8d777c122fb1054d27747bb2d6810e4cca84a.tar.gz scummvm-rg350-dfe8d777c122fb1054d27747bb2d6810e4cca84a.tar.bz2 scummvm-rg350-dfe8d777c122fb1054d27747bb2d6810e4cca84a.zip |
Applied my own patch #1594924 to work around bug #1324106 ("MI2 VGA: Music as
Rapp is instantiating isn't synchronized"). I don't know if our timing is off,
or if it's just a case of overly optimistic scripting, but the pause / unpause
music instructions are issued in the wrong order.
svn-id: r24726
Diffstat (limited to 'engines/scumm')
-rw-r--r-- | engines/scumm/imuse/imuse.cpp | 26 |
1 files changed, 25 insertions, 1 deletions
diff --git a/engines/scumm/imuse/imuse.cpp b/engines/scumm/imuse/imuse.cpp index b8cd7b9fac..c3118036ef 100644 --- a/engines/scumm/imuse/imuse.cpp +++ b/engines/scumm/imuse/imuse.cpp @@ -960,6 +960,8 @@ void IMuseInternal::handle_marker(uint id, byte data) { _trigger_count--; _queue_cleared = false; do { + bool skip_cmd = false; + pos = (pos + 1) % ARRAYSIZE(_cmd_queue); if (_queue_pos == pos) break; @@ -968,7 +970,29 @@ void IMuseInternal::handle_marker(uint id, byte data) { break; _queue_end = pos; - doCommand_internal(p[0], p[1], p[2], p[3], p[4], p[5], p[6], 0); + // WORKAROUND for bug #1324106. When playing the "flourishes" + // as Rapp's body appears from his ashes, MI2 sets up a trigger + // to pause the music, in case the animation plays too slowly, + // and then the music is manually unpaused for the next part of + // the animation. + // + // However, with ScummVM the animation finishes slightly too + // quickly instead, and the pause command is run *after* the + // unpause, so the whole thing is thrown out of sync. I think + // we can assume that any platform running ScummVM is fast + // enough to keep up with the animation here, so ignore the + // pause command. + // + // Since setting up a trigger is a multi-step operation (first + // the trigger, and then the commands), it's probably easiest + // to catch it here. + + if (_game_id == GID_MONKEY2 && p[0] == 262 && p[1] == 183 && p[2] == 0) { + skip_cmd = true; + } + + if (!skip_cmd) + doCommand_internal(p[0], p[1], p[2], p[3], p[4], p[5], p[6], 0); if (_queue_cleared) return; |