Opened 19 years ago
Closed 19 years ago
Last modified 19 years ago
#1445 closed defect (fixed)
FOA: Graphics glitch in balloon flight (regression)
|Reported by:||eriktorbjorn||Owned by:||eriktorbjorn|
|Cc:||Game:||Indiana Jones 4|
I don't have a savegame for this, but the one in bug report #893246 ("FOA: Nomads give bad directions.") will do just fine.
When flying the balloon, the overhead map will scroll from one room to another by using the scrollEffect() function. Unfortunately the screen is cleared before the scroll effect begins, which looks ugly.
This regression was triggered by patch #889552 ("Possible fix for bug #884171").
I haven't determined which scripts are responsible for this, but before every call to scrollEffect() the following calls to initVirtScreen() are made:
initVirtScreen(0, 0, 0, 320, 200, 1, 1) initVirtScreen(1, 0, 0, 320, 0, 0, 0) initVirtScreen(2, 0, 200, 320, 0, 0, 0)
Ticket imported from: #893500. Ticket imported from: bugs/1445.
Change History (5)
comment:1 by , 19 years ago
comment:2 by , 19 years ago
A possibly related glitch - triggered by the same patch - happens in the intro, at the closeup of the horned statue. Now the screen is cleared before each "dissolve" effect. It wasn't before and, as far as I know, it shouldn't be.
(There's a similar effect in Sam & Max when the totem poles disappear, but the glitch does not happen there. Apparently it's scripted in a different way.)
comment:3 by , 19 years ago
One difference in how the "dissolve" effect is implemented, is that FOA uses the SO_ROOM_SCREEN opcode. Sam & Max doesn't.
comment:4 by , 19 years ago
Kirben has confirmed that patch #889552 was wrong for DOTT, so I've reverted it. I'm going to close this bug, and re-open the old one.
comment:5 by , 19 years ago
|Status:||new → closed|
I've looked at two other cases where scrollEffect() is used (in DOTT and MI2). They did not call initVirtScreen() first, so they did not have this glitch.