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SCUMM: Backport a small enhancement from the Japanese Indy3 FM-TOWNS release
One of the tunnels in the catacombs has no object description at all, in some Indy3 releases. This was fixed in the Japanese FM-TOWNS release, but not in the English FM-TOWNS release (this, among other differences between the two releases, makes me think that the Japanese release actually benefited from some late fixes). This is a very minor issue, but since it's trivial to fix it, and since LEC decided that it was worth a bugfix themselves, let's do it too.
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@ -1688,7 +1688,21 @@ int ScummEngine::convertNameMessage(byte *dst, int dstSize, int var) {
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num = readVar(var);
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if (num) {
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const byte *ptr = getObjOrActorName(num);
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if (ptr) {
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// WORKAROUND: Some releases of Indy3 miss the description of one of the
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// tunnels in the catacombs. For example, it's there in the Macintosh or
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// in the Japanese FM-TOWNS release, but missing from the English FM-TOWNS
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// or the DOS VGA releases. This is a minor issue, but since LEC themselves
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// fixed this for some releases, we can do the same... just copy the object
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// description from the other tunnel, if the former is empty.
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if (_game.id == GID_INDY3 && _roomResource == 59 && num == 725 && *ptr == 0 &&
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whereIsObject(724) != WIO_NOT_FOUND && enhancementEnabled(kEnhMinorBugFixes)) {
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const byte *fallbackObjPtr = getObjOrActorName(724);
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if (fallbackObjPtr)
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ptr = fallbackObjPtr;
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}
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int increment = convertMessageToString(ptr, dst, dstSize);
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// Save the final consonant (jongsung) of the last Korean character
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// Used by Korean fan translated games (monkey1, monkey2)
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