Opened 17 years ago

Closed 17 years ago

Last modified 17 years ago

#2873 closed defect (invalid)

AMIGA: MI1 Chapter screens skip too fast

Reported by: (none) Owned by: Kirben
Priority: low Component: Engine: SCUMM
Version: Keywords: script
Cc: Game: Monkey Island 1

Description

ScummVM 0.10.0svn (Oct 17 2006 07:26:48) Features compiled in: Vorbis FLAC MP3 zLib MPEG2

The inbetweener screen (Part 1: bla, bla) which is shown after Guybrush arrives at the Harbor from the cliffs (right at the beginning) is skipped by far too fast to read. It's not that much of a problem, but i really want to see and read those inbetweener screens, just for the memories of it. :-)

Can there please be some delay added?

I think the games (at least the disk versions) used this screen as loading screen for the next scene to come, thus skipping it too fast, because of the super-fast loading from ScummVM (loosing the ability to actually read what's there, unless someone is VERY quick with the pause button).

Not much of a problem with Monkey 1 (more or less text in a shiny font), but i also recognized it with the newly added CinE engine and Future Wars, the game logo stays but all of the developers info that comes on (i think) three static pictures after that is skipped too fast.

Tested on: Future Wars - Englisch (DOS) Monkey Island - English (VGA/DOS)

Amiga OS4/PPC gcc version 4.0.2 (AmigaOS build 20051012)

Ticket imported from: #1578708. Ticket imported from: bugs/2873.

Change History (17)

comment:1 by Kirben, 17 years ago

The timing of the introduction in Monkey Island 1 is based on the music, what music driver are you using for the game?

comment:2 by (none), 17 years ago

ADLib for all games (general setting) I'd use MIDI emulation, but my sytem is too slow for that

comment:3 by fingolfin, 17 years ago

Your guess is wrong, the time those screens are shown is not based on disk loading speeding or anything like that, nor are they normally skipped too fast. I just tried, over here the "Part I" screen is in fact shown for so long that I tend to skip over it.

Mabye this is one more Amiga port specific problem, considering it seems to occur on no other port.

comment:4 by fingolfin, 17 years ago

Priority: normallow
Summary: MI1: (Many) inbetweener screens skip too fastAMIGA: MI1 cutscrenes skip too fast

comment:5 by (none), 17 years ago

Thanks for the note, will nag the porter then

...hehe, Juuuuhaaaaaa :-)

comment:6 by SF/capehill, 17 years ago

I cannot produce with today's build this (Monkey 1). Part 1 screen is shown about as long as the background music plays.

Please check/reset your settings and try again with a clean build.

comment:7 by (none), 17 years ago

Summary: AMIGA: MI1 cutscrenes skip too fastAMIGA: MI1 Chapter screens skip too fast

comment:8 by (none), 17 years ago

ScummVM 0.10.0svn (Oct 20 2006 16:34:07) Features compiled in: Vorbis FLAC MP3 zLib MPEG2

Sorry, no, it still skips nearly immediately the "Part ONE: ..." screen...

comment:9 by (none), 17 years ago

Rereading this answer from Kirben (sorry, skipped over it the first time)

@Kirben > The timing of the introduction in > Monkey Island 1 is based on the music

So, that would explain it, i have the CD version from the "Monkey Island Bounty Pack". No MIDI music but MP3 tracks and yes, the music of the scene ends at about when Guybrush says his last sentence to the outlook.

So, Music's over, Chapter screen pops up, no music's playing, Chapter screen's immediately skipping to the next scene, sounds logical to me (if i understand the part of the timing right!?

@capehill

Which version of MI1 do you play? Amiga?

comment:10 by fingolfin, 17 years ago

I also have the MI1 CD version with audio tracks (though not from any "Bounty Pack"). I just loaded a new game, and watched the full screne where Guybrush talks to the lookout. Yeah, the music ended about when the text there ended, too. Then the "Part 1" screen appears -- at the same time as a new music track started playing. The "Part 1" screen actually stayed longer than that music played. So for me, if at all, the transition screen is up for far too long... :-)

comment:11 by (none), 17 years ago

I now officially won the "Most stupid user of the month" award. I had the tracks encoded to .ogg in my drawer. The track not playing was Track7 though skipping the Chapter screen immediately. Unfortunately i named it "Track07.ogg" instead of "Track7.ogg", it wasn't found, of course... :-(

A huge sorry for the hassle to the team and capehill

This can be closed then. I'll browse through my installed games to rename all of the tracks left with a ZERO in the name...

Thanks for helping, guys

comment:12 by Kirben, 17 years ago

Owner: set to Kirben
Resolution: invalid
Status: newclosed

comment:13 by sev-, 17 years ago

In fact, it would be really helpful, if we would use something like a global flag. I.e. _gameMusicType, and assign it a value on first track opening and then check that all files of that type are openable.

I.e. currently there is no way to check that and we try to open each supported file consecutively. I.e. if a file cannot be opened, it silently tries another one. This leads to situation when there is no way to detect such kind of errors.

Max, Travis, what do you think?

comment:14 by sev-, 17 years ago

Resolution: invalid
Status: closedpending

comment:15 by fingolfin, 17 years ago

Resolution: fixed
Status: pendingclosed

comment:16 by fingolfin, 17 years ago

I think it's fine and valid for a user to mix ogg and music sound tracks, plus we do not necessarily know in advance the number of sound tracks a game expects. Nevertheless, we could display a warning if all fallbacks failed, that wouldn't be hard -- but it certainly might be disruptive, if somebody decides to play w/o the sound tracks on purpose (due to lack of space). However, all of this should IMO not be discussed on this bug report, but rather on an appropriate feature request, if somebody wants to file on.

comment:17 by Kirben, 17 years ago

Resolution: fixedinvalid
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