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Ticket Resolution Summary Owner Reporter
#11956 fixed SCUMM: COMI - Wally's theme starting from wrong region after cannon battle AndywinXp AndywinXp
Description

This happens during part 1: after destroying the last boat in the cannon minigame ("Hey, I'm getting pretty good at this!"), the game triggers a "seqLastBoat" iMUSE sequence, immediately followed by a SEQ_NULL.

The effect of this is that the music track ("stateCannon") changes region, playing a kind of "ending" part, and the SEQ_NULL concurrently fades this ending.

After the SEQ_NULL, the "stateHold2" music is called (Wally's theme), with a hookId which should result in a JUMP iMUSE instruction with ID = 1.

This means: start Wally's theme, but as soon as the intro drum roll is finished, JUMP to the refrain (chorus? main theme?) of the song, effectively skipping the remaining intro.

This kind of works in ScummVM, but for some reason Wally's theme starts from region 0 (which is empty, so complete silence), creating an awkward silence between the previous transition and the new track.

I couldn't track down the cause for the bug, but I guess it might be an edge case of region switching? I don't know, this doesn't seem to happen anywhere else in the game.

#12022 fixed SCUMM: FT: skipping a cutscene also skips the first bike fight AndywinXp AndywinXp
Description

Version: 2.2.0 but also the latest dev build.

How to reproduce: just after you retrieve the keys for your bike from the bartender, use the keys from the bike; a SMUSH video will start; press ESC to quit the cutscene.

The bug: pressing ESC will skip the cutscene, but will also skip the whole first bike fight; the game will jump to the winning sequence. This unintended behaviour creates at least one side effect: the SCUMM scripts which handles playing wind SFX outside the bar is never stopped, so those SFX will be present during the rest of the game (or until, for some reason, another script stops them).

I have already fixed this and I'll be sending a PR soon; I'm just filing this so I have a bug reference number to put into code.

#12029 fixed SCUMM: COMI: Rottingham ship in the first cutscene of Part 3 goes the wrong direction AndywinXp AndywinXp
Description

ScummVM version: 2.2.0 and latest dev builds COMI version: Italian and English

Bug: At the start of part 3 there's a cutscene in which Guybrush gets his ship boarded by Captain Rottingham. During this cutscene there are two camera shots which show the two ships getting closer. In the original interpreter, in the first shot, Rottingham ship gets closer by reaching the Sea Cucumber by "walking" vertically towards it (up), while in the second shot, Rottingham ship gets closer by walking horizontally towards our ship (right). In ScummVM the first shot works fine, but in the second one, Rottingham ship refuses to go right (but it can go the other directions just fine, by imposing those via code) and just goes up instead, clipping with our ship sprite.

How to reproduce: just start Part 3.

PLEASE NOTE: this appears to be a SCUMM walkbox/path-finding related bug (the ship finds an obstacle on the right, so to reach the destination it just goes in the up direction), since it also affects Full Throttle in a different way (softlocking the game...) (see ticket #12030)

Check the video in the attachments!

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