Opened 21 years ago

Closed 21 years ago

#1015 closed defect (invalid)

MM: any kaypad input is correct.

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


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 by fingolfin, 21 years ago

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 by eriktorbjorn, 21 years ago

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 by SF/logicdeluxe, 21 years ago

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 by eriktorbjorn, 21 years ago

So can this one be closed then?

comment:5 by SF/segra, 21 years ago

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 by Kirben, 21 years ago

Owner: set to Kirben
Resolution: invalid
Status: newclosed
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