#270 closed defect (fixed)
SAM: Glitches in Cut-Scene (Stealing Wig)
Reported by: | SF/linnard | Owned by: | SF/painelf |
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Priority: | normal | Component: | Engine: SCUMM |
Version: | Keywords: | ||
Cc: | Game: | Sam and Max |
Description
ScummVM 0.2.0 Release Built on May 15 2002 01:04:49 Linux-SDL Sam 'n' Max Hit The Road, CD-Talkie US
When in the cut-scene as Sam is stealing Conroy's wig, the Conroy Eggplant appears in place and starts sinking while Sam is still bouncing it in his hand (the fake head just blinks out). The Indiana Jones music does not play, either.
Ticket imported from: #556564. Ticket imported from: bugs/270.
Attachments (1)
Change History (11)
comment:1 by , 23 years ago
comment:2 by , 23 years ago
Component: | → Engine: SCUMM |
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Game: | → Sam and Max |
Owner: | set to |
comment:3 by , 23 years ago
Remove reference to music missing--I was using -eseq, which apparently doesn't work on my card, so none of the music was playing.
I'll get a save game as soon as I've got time to play through the game again (ScummVM autosaved JUST after that point for me, nice app). Should be later today.
comment:4 by , 23 years ago
Save uploaded.
Use the Eggplant in the inventory on the Toupee to the right to trip the cutscene.
comment:5 by , 22 years ago
Summary: | Glitches in Cut-Scene (Stealing Wig) → SAM: Glitches in Cut-Scene (Stealing Wig) |
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comment:6 by , 22 years ago
I'm taking a stab at this.
This bug is periodic; about %15 of the time it will work perfectly on my MSVC debug build (english talkie). I have been unable to reproduce steps that will always lead to expected behaviour.
Regular actor animation code appears to be used for the animations.
I debugged Actor::setActorCostume under both expected and unexpected behaviour. This over a timeframe of 10 seconds or thereabouts.
Expected behaviour: actor, costume --------------- max, 341 sam, 342 sam, 343 sam, 344 eggplant, 347 sam, 345
Unexpected behaviour: actor, costume --------------- max, 341 sam, 342 eggplant, 347 sam, 343 sam, 344 sam, 345
As you can see, the eggplant costume gets set before Sam is done doing his stuff. Gonna keep diggin'.
comment:7 by , 22 years ago
I have steps that will give me expected behaviour in around 30% of the runs.
"The eggplant costume gets set before Sam is done doing his stuff." Right. As noted below there are three actors in the room, and for each actor a script is running.
One of the scripts (haven't checked which actor) sets the eggplant costume prematurely. The scripts contains a call to o6_breakMaybe (delay a number of frames) to wait before setting the costume.
Trouble is, under expected and unexpected behaviour the script seems to contain different frame delay values!
For expected behaviour the script says
01 6C 00 CA
and for unexpected
01 0B 00 CA
How did that 0B 00 get in there?
comment:8 by , 22 years ago
Owner: | changed from | to
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comment:9 by , 22 years ago
Whoops -- on initializing a new ScriptSlot (Scumm::RunScript ()) the newfield member would not be reset. This would cause the script to inheret the value from the last script that ran.
comment:10 by , 22 years ago
Resolution: | → fixed |
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Status: | new → closed |
Please attach a saved game before this point. The music is due to the different iMUSE implementation of Sam and Max (see the bug above, 'Sam and Max: iMUSE transitions'.
Assigning this to Yazoo, as this sounds like a BOMP problem (maybe scaling, Yaz?)