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Ticket Resolution Summary Owner Reporter
#13777 fixed SCUMM: Unaligned memory access in IMuseDigital AndywinXp kreudom
Description

It is possible that the mapCurPos pointer in IMuseDigital::dispatchConvertMap is cast to int32* and then written to while not properly aligned.

I discovered the bug while trying to run The Curse of Monkey Island on my build of version 2.6.0 for the 3DS. Starting the game immediately results in a crash before the first menu of the game can be shown. This also occurs when building from the master branch.

Debugging revealed that this crash happens due to an unaligned write in IMuseDigital::dispatchConvertMap. The pointer mapCurPos can become unaligned if rawMap contains a TEXT block with a length that is not divisible by 4.

Replacing the pointer cast and assigment with memcpy resolves the issue and lets me start the game regularly. When compiling for the 3DS, the memcpy calls are optimized out, therefore I assume this should not noticeably impact performance.

I did not check if there are any other alignment issues in the surrounding code. I also did not check if it is correct to assume that the arguments to dispatchConvertMap are always correctly aligned.

I will attach my patch for your convenience.

#13800 invalid SCUMM: Ability to trigger the various screensavers manually in Sam & Max AndywinXp GermanTribun
Description

Sam & Max is the first SCUMM-game that featured a screensaver. It actually featured several of them.

However, the game code was so biased that most of the time only the mosiac-screensaver was used. I honestly don't know how many different screensavers the game features (I know of the mosaic one and once witnessed the molten-screen one) but would it be possible that beside a better algorithm for the game to select which saver to use, would it also be possible to assign key combinations to the screensavers so they could be activated manually?

I honestly don't know if the savers are part of the game code, or part of the original EXE.

#13845 fixed SCUMM: COMI: core dumped after a while AndywinXp mcanonic
Description

Hi, in my linux fedora 35 and ScummVM 2.0.6 I have no problems since the end of Chapter 2 when I got this error from the console:

[code]scummvm: engines/scumm/imuse_digi/dimuse_sndmgr.cpp:245: void Scumm::ImuseDigiSndMgr::scheduleSoundForDeallocation(int): Assertion `checkForProperHandle(soundDesc)' failed. Aborted (core dumped) code

Before that error, when I load the game I get these warning but they do not really have some problem with the game [code]User picked target 'comi-it' (engine ID 'scumm', game ID 'comi')...

Looking for a plugin supporting this target... SCUMM [all games]

WARNING: BundleMgr::open() Can't open bundle file: voxdisk2.bun! WARNING: BundleMgr::open() Can't open bundle file: musdisk2.bun! WARNING: BundleMgr::open() Can't open bundle file: musdisk2.bun! WARNING: BundleMgr::open() Can't open bundle file: musdisk2.bun! code

To reproduce the bug, nothing particular has to be done: I've just finished the second part.

Before that, the game works perfectly so I suppose that the source code and CDs imported are ok.

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