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ACCESS: Fix a glitch in the intro, add a workaround for a crash, fix …
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…a logic flaw
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Strangerke authored and dreammaster committed Dec 13, 2014
1 parent 0cafe27 commit 953321c
Showing 1 changed file with 10 additions and 9 deletions.
19 changes: 10 additions & 9 deletions engines/access/amazon/amazon_game.cpp
Expand Up @@ -161,8 +161,8 @@ void AmazonEngine::doCredit() {
_buffer2.plotImage(_objectsTable[0], 12, Common::Point(88, 55));
_buffer2.plotImage(_objectsTable[0], 6, Common::Point(194, 98));
} else if (_pCount <= 520) {
_buffer2.plotImage(_objectsTable[0], 7, Common::Point(90, 35));
_buffer2.plotImage(_objectsTable[0], 8, Common::Point(90, 35));
_buffer2.plotImage(_objectsTable[0], 7, Common::Point(32, 13));
_buffer2.plotImage(_objectsTable[0], 8, Common::Point(162, 80));
} else if (_pCount <= 580) {
_buffer2.plotImage(_objectsTable[0], 9, Common::Point(18, 15));
_buffer2.plotImage(_objectsTable[0], 10, Common::Point(164, 81));
Expand Down Expand Up @@ -258,6 +258,7 @@ void AmazonEngine::doTitle() {
_events->pollEvents();
g_system->delayMillis(10);
}

if (_events->_rightButton) {
_skipStart = true;
_room->clearRoom();
Expand Down Expand Up @@ -343,19 +344,19 @@ void AmazonEngine::doTitle() {
++_screen->_scrollRow;
_buffer1.moveBufferUp();

_room->buildRow(_screen->_scrollRow + _screen->_vWindowHeight, _screen->_vWindowLinesTall * _screen->_bufferBytesWide);
// WORKAROUND: the original was using _screen->_vWindowBytesWide * _screen->_vWindowLinesTall
_room->buildRow(_screen->_scrollRow + _screen->_vWindowHeight, _screen->_vWindowLinesTall);

if (_screen->_scrollRow + _screen->_vWindowHeight >= _room->_playFieldHeight) {
_room->clearRoom();
_events->showCursor();
return;
}

scrollTitle();
while (!shouldQuit() && (_events->_vbCount > 0)) {
_events->pollEvents();
g_system->delayMillis(10);
}
}
scrollTitle();
while (!shouldQuit() && (_events->_vbCount > 0)) {
_events->pollEvents();
g_system->delayMillis(10);
}
}
}
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