AGS: Zniw Adventure issues and crash (segmentation fault) — at Version 6
|Reported by:||antoniou79||Owned by:|
|Version:||Keywords:||Zniw Adventure, fonts, crash|
Description (last modified by )
This is tested on Windows 10 x64 21H2 (19044.1620) using ScummVM latest development build from master (2.6.0git)
I'm logging the issues I've experience in the game that also exist in the demo that is available on the IndieDB web site (https://www.indiedb.com/games/zid-zniw-chronicles-zniw-adventure/downloads).
In short the issues are:
- A segmentation fault in the "Extras" in-game option (only in the Demo as far as I can tell!).
- (new) In the full game the Extras menu is not displayed properly (Extras menu buttons are wrongly overlayed over main menu buttons that should be hidden)
- Fonts or glyphs looking different (bolder or more cleanly defined) than when running the game or demo without ScummVM.
- Main character's outline is also more bold and cleanly defined when running the game or demo without ScummVM
- There's a glitch happening in the in-game Credits, when moving to the next credit screen.
Steps to reproduce the *segmentation fault* issue:
- Launch the demo, choose a language from the start screen
- Choose one of the "Forest Demo" or "Cave Demo".
- When you gain control of the main character, press Esc to bring the native in-game menu.
- Click on the "Extras" option. The segmentation fault may happen immediately at this point, but it may not and the Extras dialogue window will be displayed.
- If the Extras dialogue window is displayed, move randomly the cursor around within that window. The segmentation fault occurs always for me -- I think it's some area that triggers it.
Debugging the segmentation fault issue with Visual Studio points to putpixel() from engines\ags\lib\allegro\gfx.cpp, when its x, y argument values are outside the width, height limits. This putpixel() call is done by alfont_textout_ex() in engines\ags\lib\alfont\alfont.cpp.
Putting a CLIP in the two lines here:
fixes the segfault, but this may not be the right solution -- since it causes some new glitches in the credits (not shown in this ticket).
I am attaching screenshots from the rest of the issues (bad font rendering, bad character outline, credits glitch).
Note: The issue with in-game fonts black outline not being drawn below the glyph's "baseline" was fixed by one the commits by DreamMaster, a few weeks ago, in the process of synching the AGS engine with upstream code.