SCUMM: Fix the Nazis' uniforms in the corridors of Castle Brunwald (FM-TOWNS)

In Indy 3, some palette overrides were sometimes necessary to deal
with the 16-color limitation of EGA. When porting the game to the
FM-TOWNS, the palette overrides for the Nazis guards in the corridors
of Castle Brunwald weren't removed, and so their uniforms would be
gray there, although they were properly colored in green in all the
other rooms, including the zeppelin maze.

The PC VGA version doesn't have this problem, since they did remove
this palette override there.
This commit is contained in:
Donovan Watteau 2022-05-31 18:53:37 +02:00 committed by Filippos Karapetis
parent 0590cd8322
commit 74d4cb820a
2 changed files with 15 additions and 1 deletions

View file

@ -504,6 +504,20 @@ void ScummEngine_v5::o5_actorOps() {
j = getVarOrDirectByte(PARAM_2);
assertRange(0, i, 31, "o5_actorOps: palette slot");
// WORKAROUND: In the corridors of Castle Brunwald,
// there is a 'continuity error' with the Nazi guards
// in the FM-TOWNS version. They still have their
// palette override from the EGA version, making them
// appear in gray there, although their uniforms are
// green when you fight them or meet them again in
// the zeppelin. The PC VGA version fixed this.
if (_game.id == GID_INDY3 && _game.platform == Common::kPlatformFMTowns &&
(a->_costume == 23 || a->_costume == 28 || a->_costume == 29) &&
(_currentRoom == 20 || _currentRoom == 28 || _currentRoom == 32) && _enableEnhancements) {
break;
}
// WORKAROUND: The smoke animation is the same as
// what's used for the voodoo lady's cauldron. But
// for some reason, the colors changed between the