Opened 19 years ago
Closed 19 years ago
#1819 closed defect (fixed)
MIVGA: Sticky cutscene text
|Reported by:||SF/madm00se||Owned by:||eriktorbjorn|
|Cc:||Game:||Monkey Island 1|
If you skip the cutscene that appears when you first exit the SCUMM bar while the word "Meanwhile..." is on the screen, the text doesn't go away. It even sticks if you change room. It does go away, though, in certain cases when some other text appears on the screen - but not any text. It doesn't reappear either if you save and load.
Ticket imported from: #1060568. Ticket imported from: bugs/1819.
Change History (12)
comment:1 by , 19 years ago
comment:2 by , 19 years ago
|Component:||→ Engine: SCUMM|
|Game:||→ Monkey Island 1|
comment:3 by , 19 years ago
Bah, I forgot the important bits, sorry.
SCUMM Version: Latest CVS compiled with MinGW on Windows XP Game: Floppy MonkeyVGA in English v. 5.0.19
I won't attach a save game as the bug occurs around 10 seconds into the game (less if you fast mode to it).
I've no idea when it appeared since I haven't updated my scummvm in quite a while.
comment:4 by , 19 years ago
Happens in the CD version as well. Maybe abortCutscene() has to clear any remaining text?
comment:5 by , 19 years ago
I think I see what's happening, though I don't know what's the correct behaviour here.
The restoreCharsetBg() function is called, which should clear the text, but since _vm->_currentRoom is zero, the text surface isn't cleared. I guess either restoreCharsetBg() should be changed to clear the text surface, or the charset renderer should be changed not to use the text surface in room zero.
by , 19 years ago
One possible fix against a November 8 snapshot
by , 19 years ago
Another possible fix against a November 8 snapshot
comment:6 by , 19 years ago
I've attached two possible patches. Both of them fix the immediate problem, but as I said I don't know which one of them - if any - is the most correct one.
Fingolfin, you're a lot more familiar with this code than I am. Any comments?
comment:7 by , 19 years ago
comment:8 by , 19 years ago
Both patches make sense and look fine to me. I can't really help much with deciding which one to use, though... I guess either one could potentially cause problems and/or fix additional issues :-).
One thing to try might be to check out more places where room 0 is used (like in many game intros, I believe).
comment:9 by , 19 years ago
|Status:||new → closed|
comment:10 by , 19 years ago
In that case, I'll just pick one and we'll see what happens. (I've picked the one that changes gfx.cpp.)
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