diff options
Diffstat (limited to 'engines/scumm')
-rw-r--r-- | engines/scumm/detection.cpp | 1 | ||||
-rw-r--r-- | engines/scumm/script_v0.cpp | 6 | ||||
-rw-r--r-- | engines/scumm/script_v2.cpp | 9 |
3 files changed, 12 insertions, 4 deletions
diff --git a/engines/scumm/detection.cpp b/engines/scumm/detection.cpp index 10482ba1fc..c0db0d6d37 100644 --- a/engines/scumm/detection.cpp +++ b/engines/scumm/detection.cpp @@ -502,6 +502,7 @@ static void computeGameSettingsFromMD5(const Common::FSList &fslist, const GameF // (since they have identical MD5): if (dr.game.id == GID_MANIAC && !strcmp(gfp->pattern, "%02d.MAN")) { dr.extra = "V1 Demo"; + dr.game.features = GF_DEMO; } // HACK: Try to detect languages for translated games diff --git a/engines/scumm/script_v0.cpp b/engines/scumm/script_v0.cpp index a7999a2695..af39fdaad8 100644 --- a/engines/scumm/script_v0.cpp +++ b/engines/scumm/script_v0.cpp @@ -589,9 +589,9 @@ void ScummEngine_v0::o_loadRoomWithEgo() { return; } - // The original interpreter seems to set the actors new room X/Y to the last rooms X/Y - // This fixes a problem with MM: script 158 in room 12, the 'Oompf!' script - // This scripts runs before the actor position is set to the correct location + // The original interpreter sets the actors new room X/Y to the last rooms X/Y + // This fixes a problem with MM: script 158 in room 12, the 'Oomph!' script + // This scripts runs before the actor position is set to the correct room entry location a->putActor(a->getPos().x, a->getPos().y, room); _egoPositioned = false; diff --git a/engines/scumm/script_v2.cpp b/engines/scumm/script_v2.cpp index 74d0aa2483..a7ec2e644f 100644 --- a/engines/scumm/script_v2.cpp +++ b/engines/scumm/script_v2.cpp @@ -1390,7 +1390,14 @@ void ScummEngine_v2::o2_loadRoomWithEgo() { a = derefActor(VAR(VAR_EGO), "o2_loadRoomWithEgo"); - a->putActor(0, 0, room); + // The original interpreter sets the actors new room X/Y to the last rooms X/Y + // This fixes a problem with MM: script 161 in room 12, the 'Oomph!' script + // This scripts runs before the actor position is set to the correct room entry location + if ((_game.id == GID_MANIAC) && (_game.platform != Common::kPlatformNES)) { + a->putActor(a->getPos().x, a->getPos().y, room); + } else { + a->putActor(0, 0, room); + } _egoPositioned = false; x = (int8)fetchScriptByte(); |