Opened 17 years ago

Closed 15 years ago

Last modified 5 years ago

#3210 closed defect (fixed)

HE Games: Glitches after loading saved games

Reported by: (none) Owned by: Kirben
Priority: normal Component: Engine: SCUMM
Version: Keywords:
Cc: Game:


ScummVM 0.10.0svn (May 28 2007 12:36:19) Features compiled in: Vorbis FLAC MP3 zLib MPEG2

In SpyFox 1: Dry Cereal i summon a gfx glitch when reloading a game where one stands before the already opened secret passage.

The square stone wall is open but the symbols are still there hanging in the air (picture follows).

It's just a little gfx glitch, nothing serious, but i wanted to point it out, because it looks related to bug #1441950. HE SPYFOX 2: Lift glitch when reloading

Spyfox 1: Dry Cereal (Updated English CD)

AmigaOS4 gcc version 4.0.2 (AmigaOS build 20051012)

Ticket imported from: #1726909. Ticket imported from: bugs/3210.

Attachments (2)

spyfox.s06 (24.8 KB ) - added by SF/*anonymous 17 years ago.
Right at the glitch
Spyfox1_Passage.jpg (82.6 KB ) - added by SF/*anonymous 17 years ago.
Glitchety glitch

Download all attachments as: .zip

Change History (14)

by SF/*anonymous, 17 years ago

Attachment: spyfox.s06 added

Right at the glitch

by SF/*anonymous, 17 years ago

Attachment: Spyfox1_Passage.jpg added

Glitchety glitch

comment:1 by (none), 17 years ago

File Added: Spyfox1_Passage.jpg

comment:2 by Kirben, 17 years ago

Owner: set to Kirben

comment:3 by Kirben, 17 years ago

Switching to general bug report, for any glitches the occur when reloading saved games, in any HE games.

Other bugs reported so far: The dashboard is missing, when reloading saved game in puttrace. See bug report #1733059

The background is missing after reloading saved game in water. See bug report #1727446

The lift doors are always closed, when reloading saved game in spyfox. See bug report #1441950

comment:4 by Kirben, 17 years ago

Component: Engine: SCUMM--Unset--
Game: Spy Fox 1
Summary: HE SPYFOX 1: Foreground/Background glitchHE Games: Glitches after loading saved games

comment:5 by Kirben, 17 years ago

These problems occur, because we allow a saved game anywhere under ScummVM and restore a saved game differently under ScummVM, compared to the original versions.

The original versions used separate rooms for the load/save screens, with items in many room been drawn based on the rooms scripts started as the room is loaded.

The only options I see for solving these many issues: 1. Add support for loading/saving via original load/save screens, and disable all other methods of loading/saving a game. 2. Save a screenshot of current scene, with the saved game, in order to restore the original scene exactly.

Option 1 would be difficult, considering delete and rename file operations might not be possible on some ports, and limits options for loading or saving a game.

Option two has been suggested in past, to solve similar issues in other SCUMM games and sounds like the best option.

comment:6 by sev-, 16 years ago

Travis, so we decided to enable original save routines. What is the status of this item?

comment:7 by raziel-, 16 years ago

If i may add my two cents?

Now that the original save routines are in (and working flawlessly i may add), why not switch to them?

OK, there are two negs against one pos

Negs: 1. Back to 6 (or 8?) save slots maimum 2. Older save games not useable (unless one uses the F5 method to load and the "original method" to save

maybe 3. Thumbnails only in B/W

Pos: 1. This bug could be entirely closed as it fixes all problems described

maybe 2. there is no more cheating as in the "Go Fish!" game and maybe other locations possible

Just an idea...

comment:8 by sev-, 15 years ago

Perhaps there is a way for the engine to detect that saving is not allowed at that position? We now have means for disabling save button.

comment:9 by Kirben, 15 years ago

Another related bug reported: Missing background when loading a game on a level in balloon. See bug report #2825105

comment:10 by Kirben, 15 years ago

Each HE games uses different checks throughout their scripts, to determine whether a load or save is possible. So it would not be viable to duplicate those check in ScummVM code, for each HE games.

The solution is to limit HE games to use original load/save interface, changing the filename prefix of all saves games to the target name (to prevent conflicts between multiple versions).

Fixed in ScummVM SVN, use the next daily snapshot of ScummVM SVN.

comment:11 by Kirben, 15 years ago

Resolution: fixed
Status: newclosed

comment:12 by digitall, 5 years ago

Component: --Unset--Engine: SCUMM
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