Opened 20 years ago
Closed 20 years ago
Last modified 16 years ago
#1048 closed defect (fixed)
SIMON1WIN: Incorrect dialogue for action
|Reported by:||SF/kreeblah||Owned by:||Kirben|
|Cc:||Game:||Simon the Sorcerer 1|
Occasionally, when looking at the statue near the seedy
salesman on the rug in the beginning of the game,
instead of commenting on being surprised at the statue
not being defaced, Simon will say the line inquiring as to
whether the salesman has any magical items for sale.
I'm running the latest daily Windows build, with the simon1win (Simon 1 Talkie for Windows) target. I've included a save game. Just look at the statue.
Ticket imported from: #774440. Ticket imported from: bugs/1048.
Change History (14)
by , 20 years ago
comment:1 by , 20 years ago
|Summary:||Incorrect dialogue for action → Incorrect dialogue for action (simon1win)|
comment:2 by , 20 years ago
Odd. After loading the same save, this happened a bit differently. I looked at the statue and received the proper dialogue response, but then talked to the salesman. I asked whether he had anything else for sale, told him I might have something he'd be interested in, attempted to give him Calypso's note, left the conversation, and then looked at the statue again. This time, Simon repeated the dialogue about maybe having something the salesman would be interested in.
comment:3 by , 20 years ago
comment:4 by , 20 years ago
|Game:||Simon the Sorcerer 1|
|Summary:||Incorrect dialogue for action (simon1win) → SIMON1WIN: Incorrect dialogue for action|
comment:5 by , 20 years ago
|Component:||→ Engine: AGOS|
|Game:||→ Simon the Sorcerer 1|
comment:6 by , 20 years ago
This a a bug in the original game. A few notes for future reference: _array_4 sets the speech ids for responses when talking to people and for room descriptions but _array_4 isn't reset to the room descriptions after a conversation ends.
comment:7 by , 20 years ago
Closing since bug occured in original game and a work around doesn't seem possible, since there doesn't seem to be a way to tell when a conversation ends.
comment:8 by , 20 years ago
|Status:||new → closed|
comment:9 by , 19 years ago
|Resolution:||invalid → fixed|
comment:10 by , 19 years ago
I just added work around for this bug to ScummVM cvs.
comment:11 by , 19 years ago
Unfortunately just had to revert that work around, still can't detect exactly when conversation responses are used. The engine uses same function for conversation responses, in load/save dialog and in copy protection screen.
comment:12 by , 18 years ago
|Component:||Engine: AGOS → Engine: AGI|
|Game:||Simon the Sorcerer 1 → Leisure Suit Larry 1|
comment:13 by , 16 years ago
|Component:||Engine: AGI → Engine: AGOS|
|Game:||Leisure Suit Larry 1 → Simon the Sorcerer 1|
Save file for simon1win