Fix regressions in MI1 Amiga

Revert last change to MI1 demo fix and make it monkeyega target only.

svn-id: r9732
This commit is contained in:
Travis Howell 2003-08-17 02:34:34 +00:00
parent 0914e57d21
commit 53d1db8cae
2 changed files with 11 additions and 12 deletions

View File

@ -1462,6 +1462,13 @@ void Scumm_v5::o5_putActorInRoom() {
a = derefActor(act, "o5_putActorInRoom");
if (_gameId & GID_MONKEY_EGA) {
if (room == 0 && a->room != _currentRoom && a->room != room && _currentRoom != room) {
warning ("o5_putActorInRoom (%d [%d], %d) ignored", act, a->room, room);
return;
}
}
if (a->visible && _currentRoom != room && VAR(VAR_TALK_ACTOR) == a->number) {
clearMsgQueue();
}
@ -1524,22 +1531,15 @@ void Scumm_v5::o5_resourceRoutines() {
ensureResourceLoaded(rtRoom, resid);
break;
case 8: // nuke room
if (resid == _currentRoom) {
warning ("Nuking current room %d - exit script called early", resid);
runExitScript();
_currentRoom = 0;
}
// Fall through
case 5: // nuke script
case 6: // nuke sound
case 7: // nuke costume
case 8: // nuke room
if (_gameId == GID_ZAK256)
warning("o5_resourceRoutines %d should not occur in Zak256", op);
else
setResourceCounter(resType[op-5], resid, 0x7F);
break;
case 9: // lock script
if (resid >= _numGlobalScripts)
break;

View File

@ -624,7 +624,7 @@ Scumm::Scumm (GameDetector *detector, OSystem *syst)
_playerV2 = NULL;
if (_features & GF_DIGI_IMUSE) {
_imuseDigital = new IMuseDigital(this);
} else if ((_features & GF_AMIGA) && (_features & GF_OLD_BUNDLE)) {
} else if ((_features & GF_AMIGA) && (_version < 5)) {
_playerV2 = NULL;
} else if (((_midiDriver == MD_PCJR) || (_midiDriver == MD_PCSPK)) && ((_version > 2) && (_version < 5))) {
_playerV2 = new Player_V2(this);
@ -1057,7 +1057,7 @@ void Scumm::initScummVars() {
case MD_PCSPK:
case MD_PCJR: VAR(VAR_SOUNDCARD) = 1; break;
default:
if (_features & GF_SMALL_HEADER)
if (_features & GF_SMALL_HEADER && !(_features & GF_AMIGA))
VAR(VAR_SOUNDCARD) = 4;
else
VAR(VAR_SOUNDCARD) = 3;
@ -1761,8 +1761,7 @@ void Scumm::startScene(int room, Actor *a, int objectNr) {
if (!(_features & GF_SMALL_HEADER) && VAR_NEW_ROOM != 0xFF) // Disable for SH games. Overwrites
VAR(VAR_NEW_ROOM) = room; // gamevars, eg Zak cashcards
if (_currentRoom)
runExitScript();
runExitScript();
killScriptsAndResources();
clearEnqueue();
stopCycle(0);