SCI: fix saving in mother goose sci0 (bug #6486)

This commit is contained in:
Martin Kiewitz 2014-06-02 20:51:39 +02:00
parent 98dbb8070b
commit d4de84bf8b
2 changed files with 15 additions and 1 deletions

View file

@ -896,12 +896,25 @@ reg_t kRestoreGame(EngineState *s, int argc, reg_t *argv) {
gamestate_restore(s, in); gamestate_restore(s, in);
delete in; delete in;
if (g_sci->getGameId() == GID_MOTHERGOOSE256) { switch (g_sci->getGameId()) {
case GID_MOTHERGOOSE:
// WORKAROUND: Mother Goose SCI0
// Script 200 / rm200::newRoom will set global C5h directly right after creating a child to the
// current number of children plus 1.
// We can't trust that global, that's why we set the actual savedgame id right here directly after
// restore a saved game.
// If we didn't, the game would always save to a new slot
s->variables[VAR_GLOBAL][0xC5].setOffset(SAVEGAMEID_OFFICIALRANGE_START + savegameId);
break;
case GID_MOTHERGOOSE256:
// WORKAROUND: Mother Goose SCI1/SCI1.1 does some weird things for // WORKAROUND: Mother Goose SCI1/SCI1.1 does some weird things for
// saving a previously restored game. // saving a previously restored game.
// We set the current savedgame-id directly and remove the script // We set the current savedgame-id directly and remove the script
// code concerning this via script patch. // code concerning this via script patch.
s->variables[VAR_GLOBAL][0xB3].setOffset(SAVEGAMEID_OFFICIALRANGE_START + savegameId); s->variables[VAR_GLOBAL][0xB3].setOffset(SAVEGAMEID_OFFICIALRANGE_START + savegameId);
break;
default:
break;
} }
} else { } else {
s->r_acc = TRUE_REG; s->r_acc = TRUE_REG;

View file

@ -511,6 +511,7 @@ void SciEngine::patchGameSaveRestore() {
case GID_HOYLE1: // gets confused, although the game doesnt support saving/restoring at all case GID_HOYLE1: // gets confused, although the game doesnt support saving/restoring at all
case GID_HOYLE2: // gets confused, see hoyle1 case GID_HOYLE2: // gets confused, see hoyle1
case GID_JONES: // gets confused, when we patch us in, the game is only able to save to 1 slot, so hooking is not required case GID_JONES: // gets confused, when we patch us in, the game is only able to save to 1 slot, so hooking is not required
case GID_MOTHERGOOSE: // mother goose EGA saves/restores directly and has no save/restore dialogs
case GID_MOTHERGOOSE256: // mother goose saves/restores directly and has no save/restore dialogs case GID_MOTHERGOOSE256: // mother goose saves/restores directly and has no save/restore dialogs
case GID_PHANTASMAGORIA: // has custom save/load code case GID_PHANTASMAGORIA: // has custom save/load code
case GID_SHIVERS: // has custom save/load code case GID_SHIVERS: // has custom save/load code