Custom Query (14000 matches)
Results (61 - 63 of 14000)
Ticket | Owner | Reporter | Resolution | Summary |
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#548 | fixed | MI1VGA/INDY3: Music does not loop | ||
Description |
Finished Monkey Island 1 (256 Color Floppy Version) with ScummVM compiled on Nov 7 9:15AM. The only bug I noticed throughout the game was that the music would not loop. It plays once all the way through but does not start over again. Ticket imported from: #635141. Ticket imported from: bugs/548. |
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#550 | fixed | DIG: Bomp regressions | ||
Description |
So far I've noticed three regressions (along with some improvements, of course) since aquadran's recent bomp/codec5 rewrite: 1) Bomps no longer honor the topmost mask. Perhaps most noticeably, the inventory window in The Dig will obscure text. I've also seen some similar glitches in Full Throttle and Sam & Max. (In all fairness, the Sam & Max glitch was present in the original as well.) 2) Scaling is wrong, at least for the Sam & Max "highway surfing" minigame. The roadsigns all appear too big. 3) In The Dig, in the room that overlooks the landing site and surrounding areas (crashed alien ship, animal burial ground, etc.), if you bring up the inventory window its colours are changing all the time. 1 is simple to fix. I'll submit a patch once I've cleaned it up a bit. 2 is trickier since I don't understand scaling tables and I only know how Sam & Max uses it; not Dig and FT. I have no idea whatsoever what's going on with 3. It doesn't look like there should be any palette manipulations going on in this room, and I don't think anything is deliberately touching the shadow palette. Ticket imported from: #635369. Ticket imported from: bugs/550. |
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#551 | fixed | LOOM: fade in / fade out | ||
Description |
ScummVM makes fade ins and fade outs, when another room is loaded, but the original interpreter didn't do that anywhere. However the gameplay is a little bit strange with the fade ins/outs. Ticket imported from: #635461. Ticket imported from: bugs/551. |