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authorKari Salminen2007-06-25 22:06:58 +0000
committerKari Salminen2007-06-25 22:06:58 +0000
commit38cbbf14fc36f96e022d348d582d3d3a64d0df41 (patch)
tree8d754705d5e322f2fb0f5ba2fe2ce87eb7024b8b /engines
parentb53cebe62dcfab9270e86d8c67ceff1032485da8 (diff)
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Add workaround for Gold Rush intro skipping bug #1737343.
svn-id: r27719
Diffstat (limited to 'engines')
-rw-r--r--engines/agi/op_cmd.cpp12
1 files changed, 12 insertions, 0 deletions
diff --git a/engines/agi/op_cmd.cpp b/engines/agi/op_cmd.cpp
index c51514f237..588ee1dd30 100644
--- a/engines/agi/op_cmd.cpp
+++ b/engines/agi/op_cmd.cpp
@@ -153,6 +153,18 @@ cmd(toggle_v) {
cmd(new_room) {
g_agi->newRoom(p0);
+
+ // WORKAROUND: Works around intro skipping bug (#1737343) in Gold Rush.
+ // Intro was skipped because the enter-keypress finalizing the entering
+ // of the copy protection string (Copy protection is in logic.128) was
+ // left over to the intro scene (Starts with room 73 i.e. logic.073).
+ // The intro scene checks for any keys pressed and if it finds any it
+ // jumps to the game's start (Room 1 i.e. logic.001). We clear the
+ // keyboard buffer when the intro sequence's first room (Room 73) is
+ // loaded so that no keys from the copy protection scene can be left
+ // over to cause the intro to skip to the game's start.
+ if (g_agi->getGameID() == GID_GOLDRUSH && p0 == 73)
+ game.keypress = 0;
}
cmd(new_room_f) {