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authorFilippos Karapetis2008-12-02 17:22:30 +0000
committerFilippos Karapetis2008-12-02 17:22:30 +0000
commit025cebdf6d1d51f8c3d9a49492e20409b2417f7e (patch)
tree5d4dc0fd5a63fa2bd370e5d800039e3d27c4e32c /engines/tinsel
parentb80cad991c685bcab0afa07fd153c920f6213db9 (diff)
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Disabled the workaround to skip the title screens of DW1 for now, as it can cause crashes with certain versions of the game
svn-id: r35205
Diffstat (limited to 'engines/tinsel')
-rw-r--r--engines/tinsel/tinsel.cpp8
1 files changed, 8 insertions, 0 deletions
diff --git a/engines/tinsel/tinsel.cpp b/engines/tinsel/tinsel.cpp
index 85e6c2390f..7cfa1466c4 100644
--- a/engines/tinsel/tinsel.cpp
+++ b/engines/tinsel/tinsel.cpp
@@ -219,6 +219,7 @@ void KeyboardProcess(CORO_PARAM, const void *) {
continue;
case Common::KEYCODE_ESCAPE:
+#if 0
if (!TinselV2) {
// WORKAROUND: For Discworld 1, check if any of the starting logo screens are
// active, and if so manually skip to the title screen, allowing them to be bypassed
@@ -241,6 +242,13 @@ void KeyboardProcess(CORO_PARAM, const void *) {
// Running Discworld 2, so process the key normally
ProcessKeyEvent(PLR_ESCAPE);
}
+#else
+ // The above workaround is used to skip the title screens in DW1, but it can throw assertions
+ // in certain versions of the game, e.g. the multilingual version with English speech and several
+ // subtitles (French, German, Italian, Spanish)
+ // FIXME: Add that workaround again, once we make sure it works properly in all versions of the game
+ ProcessKeyEvent(PLR_ESCAPE);
+#endif
continue;
#ifdef SLOW_RINCE_DOWN