Opened 19 years ago

Closed 18 years ago

Last modified 6 years ago

#8531 closed patch

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

Reported by: eriktorbjorn Owned by: vinterstum
Priority: normal Component: Engine: Kyra
Version: 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 19 years ago.
Patch against current SVN

Download all attachments as: .zip

Change History (7)

by eriktorbjorn, 19 years ago

Attachment: kyra.diff added

Patch against current SVN

comment:1 by eriktorbjorn, 19 years ago

Owner: set to vinterstum

comment:2 by vinterstum, 19 years ago

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 by fingolfin, 18 years ago

What is the status of this item?

comment:4 by vinterstum, 18 years ago

Status: newclosed

comment:5 by vinterstum, 18 years ago

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 by digitall, 6 years ago

Component: Engine: Kyra
Game: Kyrandia 1
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