Opened 5 years ago

Closed 5 years ago

#10827 closed defect (fixed)

QFG4 floppy: Second door sound when entering castle rooms

Reported by: Vhati Owned by: bluegr
Priority: normal Component: Engine: SCI
Version: Keywords: SCI32 original has-pull-request
Cc: Game: Quest for Glory 4


ScummVM 2.1.0git3978-geea066b (Dec 5 2018 23:27:05)
Windows 7 64bit
QFG4 Floppy 1.1a + note patch (English)

In the castle, rooms 622 and 623 play an extra door sound when entering.

To reproduce, teleport to either room.

The original interpreter also does this.

File - 5kb MD5 - Full MD5
RESOURCE.000 - f64fd6aa3977939a86ff30783dd677e1 - ff42260a665995a85aeb277ad80aac8a
RESOURCE.MAP - d10a4cc177d2091d744e2ad8c049b0ae - 3695b1b0a1d15f3d324ea9f0cc325245
RESOURCE.SFX - 3cf95e09dab8b11d675e0537e18b499a - 7c858d7253f86dab4cc6066013c5ecec

Change History (3)

comment:1 by Vhati, 5 years ago

script 622 - rm622::init()
script 623 - rm623::init()

# Last line.
((ScriptID 645 0) init:)

That runs rm640Code::init(), which schedules sEnter on the room.

script 645 - sEnter::changeState()

	(global1 handsOff:)
	(= seconds 2)
	(doorSound play:)
	(if local0
		(pLeftDoor setCycle: End self)
		(pRightDoor setCycle: End self)
	(pLeftDoor setPri: 68)
	(doorSound dispose:)
		setPri: 86
		setMotion: MoveTo local2 local3 self
	(doorCloseSound play:)
	(global0 setPri: -1)
	(if local0
		(pLeftDoor setCycle: Beg self)
		(pRightDoor setCycle: Beg self)
# State 1 already played this.
	(doorSound play:)
	(global1 handsOn:)
	(self dispose:)

The extra sound was removed in the CD edition.

comment:2 by Vhati, 5 years ago

Keywords: has-pull-request added

Pull Request: SCI32: Fix QFG4 extraneous door sound in castle

comment:3 by bluegr, 5 years ago

Owner: set to bluegr
Resolution: fixed
Status: newclosed

Thanks for your work! The pull request has been merged, so this can be closed now

Note: See TracTickets for help on using tickets.