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authorTorbjörn Andersson2005-05-28 12:29:31 +0000
committerTorbjörn Andersson2005-05-28 12:29:31 +0000
commite27f13d164b043131b15ddbb939a8735ff45e11e (patch)
tree3a5a241a8472e60667e702a5763ecd60f74eafbc /scumm
parentcd72ae9e6538586d312482d52cfd2517564236a9 (diff)
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Swapped the last two parameters to Sam & Max iMUSE command 257. This fixes
bug #1202071 and probably (it's much less obvious) bug #888248 as well. Since these parameters are both zero in all other known uses of this particular iMUSE command, it doesn't affect anything else. I don't know if it's correct, or if it sounds like in the original, but it sounds good to me. svn-id: r18284
Diffstat (limited to 'scumm')
-rw-r--r--scumm/imuse.cpp31
1 files changed, 28 insertions, 3 deletions
diff --git a/scumm/imuse.cpp b/scumm/imuse.cpp
index 648e585170..fa46a5eba7 100644
--- a/scumm/imuse.cpp
+++ b/scumm/imuse.cpp
@@ -847,9 +847,34 @@ int32 IMuseInternal::doCommand(int numargs, int a[]) {
return player->getParam(a[2], a[3]);
}
case 1:
- if (g_scumm->_gameId == GID_SAMNMAX)
- player->jump(a[3] - 1, (a[4] - 1) * 4 + a[5], ((a[6] * player->getTicksPerBeat()) >> 2) + a[7]);
- else
+ if (g_scumm->_gameId == GID_SAMNMAX) {
+ // FIXME: Could someone verify this?
+ //
+ // This jump instruction is known to be used in
+ // the following cases:
+ //
+ // 1) Going anywhere on the USA map
+ // 2) Winning the Wak-A-Rat game
+ // 3) Losing or quitting the Wak-A-Rat game
+ // 4) Conroy hitting Max with a golf club
+ //
+ // For all these cases the position parameters
+ // are always the same: 2, 1, 0, 0.
+ //
+ // 5) When leaving the bigfoot party. The
+ // position parameters are: 3, 4, 300, 0
+ // 6) At Frog Rock, when the UFO appears. The
+ // position parameters are: 10, 4, 400, 1
+ //
+ // The last two cases used to be buggy, so I
+ // have made a change to how the last two
+ // position parameters are handled. I still do
+ // not know if it's correct, but it sounds
+ // good to me at least.
+
+ debug(0, "doCommand(%d [%d/%d], %d, %d, %d, %d, %d, %d, %d)", a[0], param, cmd, a[1], a[2], a[3], a[4], a[5], a[6], a[7]);
+ player->jump(a[3] - 1, (a[4] - 1) * 4 + a[5], a[6] + ((a[7] * player->getTicksPerBeat()) >> 2));
+ } else
player->setPriority(a[2]);
return 0;
case 2: