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authorLars Skovlund2011-01-25 10:21:44 +0000
committerLars Skovlund2011-01-25 10:21:44 +0000
commite1a9c866bf40abf487030aca9fe8a5fa90cefe79 (patch)
tree720f109f651159ea7bb3c361af95a8cab03336da /engines
parentb52859323c68fa87a167fed8af5c8f3f945e6cd8 (diff)
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SCI3: Fix script abort during startup on Big Endian platforms
svn-id: r55525
Diffstat (limited to 'engines')
-rw-r--r--engines/sci/engine/object.cpp6
1 files changed, 5 insertions, 1 deletions
diff --git a/engines/sci/engine/object.cpp b/engines/sci/engine/object.cpp
index a82866aaca..d59ba85d7c 100644
--- a/engines/sci/engine/object.cpp
+++ b/engines/sci/engine/object.cpp
@@ -244,7 +244,11 @@ void Object::initSelectorsSci3(const byte *buf) {
for (int bit = 2; bit < 32; ++bit) {
int value = READ_SCI11ENDIAN_UINT16(seeker + bit * 2);
if (typeMask & (1 << bit)) { // Property
- propertyIds[propertyCounter] = groupBaseId + bit;
+// We really shouldn't be doing endianness conversion here;
+// instead, propertyIds should be converted to a Common::Array, like _baseMethod already is
+// This interim solution fixes playing SCI3 PC games on Big Endian platforms
+// but would likely fail with Mac versions of the same games...
+ propertyIds[propertyCounter] = TO_LE_16(groupBaseId + bit);
_variables[propertyCounter] = make_reg(0, value);
propertyOffsets[propertyCounter] = (seeker + bit * 2) - buf;
++propertyCounter;