diff options
Diffstat (limited to 'engines/scumm/imuse/imuse.cpp')
-rw-r--r-- | engines/scumm/imuse/imuse.cpp | 13 |
1 files changed, 11 insertions, 2 deletions
diff --git a/engines/scumm/imuse/imuse.cpp b/engines/scumm/imuse/imuse.cpp index 016ba89e7b..b69ce552bc 100644 --- a/engines/scumm/imuse/imuse.cpp +++ b/engines/scumm/imuse/imuse.cpp @@ -363,7 +363,7 @@ void IMuseInternal::pause(bool paused) { _paused = paused; } -int IMuseInternal::save_or_load(Serializer *ser, ScummEngine *scumm) { +int IMuseInternal::save_or_load(Serializer *ser, ScummEngine *scumm, bool fixAfterLoad) { Common::StackLock lock(_mutex, "IMuseInternal::save_or_load()"); const SaveLoadEntry mainEntries[] = { MKLINE(IMuseInternal, _queue_end, sleUint8, VER(8)), @@ -440,7 +440,16 @@ int IMuseInternal::save_or_load(Serializer *ser, ScummEngine *scumm) { for (i = 0; i < 8; ++i) ser->saveLoadEntries(0, volumeFaderEntries); - if (ser->isLoading()) { + // Normally, we have to fix up the data structures after loading a + // saved game. But there are cases where we don't. For instance, The + // Macintosh version of Monkey Island 1 used to convert the Mac0 music + // resources to General MIDI and play it through iMUSE as a rough + // approximation. Now it has its own player, but old savegame still + // have the iMUSE data in them. We have to skip that data, using a + // dummy iMUSE object, but since the resource is no longer recognizable + // to iMUSE, the fixup fails hard. So yes, this is a bit of a hack. + + if (ser->isLoading() && fixAfterLoad) { // Load all sounds that we need fix_players_after_load(scumm); fix_parts_after_load(); |