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-rw-r--r--engines/scumm/script_v4.cpp75
1 files changed, 75 insertions, 0 deletions
diff --git a/engines/scumm/script_v4.cpp b/engines/scumm/script_v4.cpp
index 630c09642e..5691f6707c 100644
--- a/engines/scumm/script_v4.cpp
+++ b/engines/scumm/script_v4.cpp
@@ -42,6 +42,9 @@ void ScummEngine_v4::setupOpcodes() {
OPCODE(0x50, o4_pickupObject);
OPCODE(0xd0, o4_pickupObject);
+
+ OPCODE(0x5c, o4_oldRoomEffect);
+ OPCODE(0xdc, o4_oldRoomEffect);
}
void ScummEngine_v4::o4_pickupObject() {
@@ -67,4 +70,76 @@ void ScummEngine_v4::o4_pickupObject() {
runInventoryScript(1);
}
+void ScummEngine_v4::o4_oldRoomEffect() {
+ int a;
+
+ _opcode = fetchScriptByte();
+ if ((_opcode & 0x1F) == 3) {
+ a = getVarOrDirectWord(PARAM_1);
+
+#if 1
+ if (_game.platform == Common::kPlatformFMTowns && _game.version == 3) {
+ // FIXME / TODO: OK the first thing to note is: at least in Zak256,
+ // maybe also in other games, this opcode does a bit more. I added
+ // some stubs here, but somebody with a full IDA or more knowledge
+ // about this will have to fill in the gaps. At least now we know
+ // that something is missing here :-)
+
+ if (a == 4) {
+ //printf("o5_oldRoomEffect ODDBALL: _opcode = 0x%x, a = 0x%x\n", _opcode, a);
+ // No idea what byte_2FCCF is, but it's a globale boolean flag.
+ // I only add it here as a temporary hack to make the pseudo code compile.
+ // Maybe it is just there as a reentry protection guard, given
+ // how it is used? It might also correspond to _screenEffectFlag.
+ int byte_2FCCF = 0;
+
+ // For now, we force a redraw of the screen background. This
+ // way the Zak end credits seem to work mostly correct.
+ VirtScreen *vs = &_virtscr[kMainVirtScreen];
+ restoreBackground(Common::Rect(0, vs->topline, vs->w, vs->topline + vs->h));
+ vs->setDirtyRange(0, vs->h);
+ updateDirtyScreen(kMainVirtScreen);
+
+ if (byte_2FCCF) {
+ // Here now "sub_1C44" is called, which sets byte_2FCCF to 0 then
+ // calls yet another sub (which also reads byte_2FCCF):
+
+ byte_2FCCF = 0;
+ //call sub_0BB3
+
+
+ // Now sub_085C is called. This is quite simply: it sets
+ // 0xF000 bytes. starting at 0x40000 to 0. No idea what that
+ // buffer is, maybe a screen buffer, though. Note that
+ // 0xF000 = 320*192.
+ // Maybe this is also the charset mask being cleaned?
+
+ // call sub_085C
+
+
+ // And then sub_1C54 is called, which is almost identical to
+ // the above sub_1C44, only it sets byte_2FCCF to 1:
+
+ byte_2FCCF = 1;
+ // call sub_0BB3
+
+ } else {
+ // Here only sub_085C is called (see comment above)
+
+ // call sub_085C
+ }
+ return;
+ }
+#endif
+
+ }
+ if (a) {
+ _switchRoomEffect = (byte)(a & 0xFF);
+ _switchRoomEffect2 = (byte)(a >> 8);
+ } else {
+ fadeIn(_newEffect);
+ }
+ }
+}
+
} // End of namespace Scumm