Opened 13 years ago

Closed 13 years ago

Last modified 10 months ago

#8531 closed patch

KYRA1: Fix (?) for odd-looking bitflag handling

Reported by: eriktorbjorn Owned by: vinterstum
Priority: normal Component: Engine: Kyra
Keywords: Cc:
Game: Kyrandia 1

Description

I've been itching to make this change, but I don't know
whether or not it's correct, or what difference it
would make.

In refreshSceneAnimObject(), we currently check unkFlag
and flipX and, for each of them, we either set one bit
in anim.flags, or we clear most of them. In fact, if
both unkFlag and flipX are zero, it looks to me as if
anim.flags will also end up zero.

It would make more sense to me if each of these
variables set and cleared only one bit. But, as I said,
I do not know what would happen if I made that change.

Ticket imported from: #1485921. Ticket imported from: patches/636.

Attachments (1)

kyra.diff (473 bytes) - added by eriktorbjorn 13 years ago.
Patch against current SVN

Download all attachments as: .zip

Change History (7)

Changed 13 years ago by eriktorbjorn

Attachment: kyra.diff added

Patch against current SVN

comment:1 Changed 13 years ago by eriktorbjorn

Owner: set to vinterstum

comment:2 Changed 13 years ago by vinterstum

Keeping this one open for a bit until I can properly find
out exactly what those flags do :). So far, this patch
causes one regression that I can find (the falling leaf
graphics bug), but this might well have been the proper fix
to begin with.

comment:3 Changed 13 years ago by fingolfin

What is the status of this item?

comment:4 Changed 13 years ago by vinterstum

Status: newclosed

comment:5 Changed 13 years ago by vinterstum

Closing this one for now. While the changes do make sense,
they cause more problems than they're worth at the moment :)
(Multiple regressions, probably caused by breaking various
workarounds).

comment:6 Changed 10 months ago by digitall

Component: Engine: Kyra
Game: Kyrandia 1
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