Opened 20 years ago

Closed 20 years ago

#1819 closed defect (fixed)

MIVGA: Sticky cutscene text

Reported by: SF/madm00se Owned by: eriktorbjorn
Priority: normal Component: Engine: SCUMM
Version: Keywords:
Cc: Game: Monkey Island 1

Description

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.

Attachments (2)

mi1-fix1.diff (1.1 KB ) - added by eriktorbjorn 20 years ago.
One possible fix against a November 8 snapshot
mi1-fix2.diff (1.0 KB ) - added by eriktorbjorn 20 years ago.
Another possible fix against a November 8 snapshot

Download all attachments as: .zip

Change History (12)

comment:1 by fingolfin, 20 years ago

To process your bug report appropriately, we need you to provide the following additional information:

* ScummVM version (PLEASE test the latest CVS/Daily build) * Bug details, including instructions on reproducing it * Language of game (English, German, ...) * Version of game (talkie, floppy, ...) * Platform and Compiler (Win32, Linux, MacOS, ...) * Attach a save game if possible * If this bug only occurred recently, please note the last version without the bug, and the first version including the bug. That way we can fix it quicker by looking at the changes made.

This should only take you a little time but will make it much easier for us to process your bug report in a way that satisfies both you and us.

Thank you for your support!

comment:2 by SF/madm00se, 20 years ago

Component: Engine: SCUMM
Game: Monkey Island 1

comment:3 by SF/madm00se, 20 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 eriktorbjorn, 20 years ago

Happens in the CD version as well. Maybe abortCutscene() has to clear any remaining text?

comment:5 by eriktorbjorn, 20 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 eriktorbjorn, 20 years ago

Attachment: mi1-fix1.diff added

One possible fix against a November 8 snapshot

by eriktorbjorn, 20 years ago

Attachment: mi1-fix2.diff added

Another possible fix against a November 8 snapshot

comment:6 by eriktorbjorn, 20 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 eriktorbjorn, 20 years ago

Owner: set to fingolfin

comment:8 by fingolfin, 20 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 eriktorbjorn, 20 years ago

Owner: changed from fingolfin to eriktorbjorn
Resolution: fixed
Status: newclosed

comment:10 by eriktorbjorn, 20 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.)

Note: See TracTickets for help on using tickets.