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Ticket Resolution Summary Owner Reporter
#11948 fixed INDY3: Disable saving like the original game did AndywinXp JohnnyWalkerDesign
Description

ScummVM v2.2.0

In Indiana Jones and the Last Crusade the original game deliberately prevents you from saving during the three challenges. It is part of the gameplay and the original design of the game. Other supported games have moments when you can't save too, and these are respected by ScummVM (see Cruise for a Corpse).

ScummVM, however, ignores this restriction for Last Crusade, allowing the user to take a snapshot at any moment. While this can be fun, it is also essentially breaking the intended gameplay experience.

The lack of ability to save is supposed to make that part of the game feel more intense.

Being allowed to save during the three trials also creates bugs. For example, during the third trial the player must click on the other side of the chasm without hesitation. If they delay, Indy will fall.

With ScummVM the user can save after the required time has passed, and be unaware of that the puzzle is impossible to solve. Subsequent save states now leave it impossible for Indy to cross. (This happened to a friend of mine recently -- took forever for me to realise what had caused the problem.)

My request is to disable the ability to save during the three trials, just like the original game designers intended.

(Note: As a compromise, possibly put in an option in the GUI to allow saving during the trials, for advanced players who wish to experiment.)

#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.

#11973 fixed SCUMM: Implement original pause bars, and put Save/Load GUI type toggle in startup menu AndywinXp ATMcashpoint
Description

Basically, none of the SCUMM games from Maniac Mansion to CMI have the proper "game paused" effect implemented. Instead, they all pop up ScummVM's own custom "game paused" bar, and also make the screen brightness dim somewhat (an effect not in the original games).

I propose that ScummVM should allow the emulation of the various original "game paused" bars. If it's desirable to keep the current "house style", then there should be an option to switch to the original pause-bar style in teh startup menu.

Note that different games' pause bars have different associated effects: eg, in Maniac Mansion and Zak the "Game paused" text is actually on the Sentence Line, and the cursor becomes an image of a snail, while in CMI the text & background colors of the pause bar change based on the current background.

Also, the Alt-F5 key allows you to use the original Save/Load GUI for SCUMM games. However, SCI games have a checkbox to enable this option in the tabs in ScummVM's startup menu, which is much more convenient. It'd be nice if this was replicated for SCUMM games too.

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