Opened 16 years ago

Closed 16 years ago

#1015 closed defect (invalid)

MM: any kaypad input is correct.

Reported by: SF/logicdeluxe Owned by: Kirben
Priority: normal Component: Engine: SCUMM
Keywords: Cc:
Game: Maniac Mansion

Description

ScummVM 0.5.0pre-cvs
Built on Jul 13 2003 20:50:42
This goes for the lab door, telephone etc..
As discussed in the forum, it probably has to do with
the copy protection bypass hack. So here are some
observation of mine, which could be helpful:
With the original interpreter, the security door is
closed again, each time you go into or switch to a kid
in room 44 (which is the one right at the beginning
with the fence and the warning sign on it and the big
moon in the background). I might help to take a look at
the start script in that particular room. The objects
manipulated by it, probably have to do with the
protection. Maybe you can change it to open the door
instead of close it.
This should not interfere with the input keypad. You
should try that!
Btw. I with ScummVM I also can enter anything in that
security door keypad and a door open sound is played
like the door would open. With the German DOTT hacked
(and buggy) interpreter doing this sets the alert and
blows up the mansion.
Your hack should not applie to room 43, as this is the
keypad. Check this out, too.

Ticket imported from: #770654. Ticket imported from: bugs/1015.

Change History (6)

comment:1 Changed 16 years ago by fingolfin

I think erik put the MM bypass in, so maybe he can comment on
this / knows more? Correct me if I am wrong, erik!

comment:2 Changed 16 years ago by eriktorbjorn

The bypassing code is in Scumm::getState() and simply
ensures that _objectStateTable[] has bit 0x08 set for
objects 182 and 193. These are the flags set by the keypad
script to open the door, so I'm guessing that these two
objects are the different sides of the door.

I vaguely recall that there are other scripts that will
close the door - maybe at regular intervals, or when
entering a room - but they won't have any effect since the
game will always see that the flag as set.

But at least in the English version I have it doesn't affect
the behaviour of the door's keypad. I can still enter the
wrong code to blow up the mansion. If the German version
behaves differently... Well, I don't have it so I can't test.

I don't know MM well enough to know where the other keypads
are, but I don't see why the bypassing code should affect
those either.

comment:3 Changed 16 years ago by SF/logicdeluxe

I think I found the error some here have done, including me.
There is an inofficial 3rd party patch for fixing the German
mail box bug in DOTT (CD and floppy) and in "Zehn
Adventures". I figured out this is causing the anything is
correct bug. I just tested it with my original German DOTT
cd version and it works correctly with those original data
files.
So everyone who had confirmed that bug should check this
out, too. You do have originals, don't you?
It seems this can be closed then?

comment:4 Changed 16 years ago by eriktorbjorn

So can this one be closed then?

comment:5 Changed 16 years ago by SF/segra

the door in the original maniac (not enhanced) is always open
and none of these things occur. so im pretty sure this is not
a bug, but modified scripts.

comment:6 Changed 16 years ago by Kirben

Owner: set to Kirben
Resolution: invalid
Status: newclosed
Note: See TracTickets for help on using tickets.