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Ticket Resolution Summary Owner Reporter
#12030 fixed SCUMM: FT: softlock when fast-exiting room before scripted cutscene AndywinXp AndywinXp
Description

ScummVM version: 2.2.0 and latest dev builds Full Throttle version: Italian (which could potentially mean every version is affected) and English (Version B) Bug: Ben walks in place for an infinite amount of time and the cutscene never starts (effectively softlocking the game), unless you press ESC, which skips the cutscene.

How to reproduce: when arriving at Maureen's for the first time, exit her workshop; the journalist will address you "I thought you were dead" and a conversation will start. Choose the options "There has been an ambush" and "I need a lift"; exit the conversation, and fast-exit the current room by doubleclicking at the left edge of the screen.

PLEASE NOTE: this appears to be a SCUMM walkbox/path-finding related bug, since it also affects COMI in a different way (see ticket #12029)

See the attached video**

#12796 fixed SCUMM: COMI: Object label line printed on the wrong spot athrxx AndywinXp
Description

At the current time, object labels are printed 16 pixels below and 1 pixel to the left with respect to where they should be.

This bug exclusively affects the object line which is output when the cursor goes over an object in the room (and NOT in the inventory). Every other blastText (inventory object line, dialogues, subtitles) is placed on the correct spot of the screen.

The blastText pipeline seems to be in line with what the disasm does, but I'm wondering if this is some kind of edge case that the original interpreter treats in a custom way.

The script which handles this is global script 39.

#13322 fixed SCUMM: FT (demo): Two background music tracks playing at the same time in the intro video AndywinXp AndywinXp
Description

To reproduce this, simply open the demo of Full Throttle found in the ScummVM website, and play the introductory video until the end.

At a technical level, what happens is that two SAUD channels with flag 64 (IS_BACKGROUND_MUSIC) are being played on top of each other.

I can't find in the disasm if having two tracks with flag IS_BACKGROUND_MUSIC should result in the earliest channel being deactivated, and if this should only affect FT demo or also the full game.

Any ideas?

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