Sam & Max: "film noir mode"-related bug
|Reported by:||eriktorbjorn||Owned by:||SF/ender|
|Cc:||Game:||Sam and Max|
There is a bug that's triggered by the Sam & Max "film noir" mode. Here's how. In the very first room...
1. Press "B" to activate "film noir" mode. (At the time of writing, you won't notice any difference between this and normal mode. See patch #586659.)
2. Turn off the light. The room is now dark.
3. Press "B" to de-activate "film noir" mode. The room is no longer dark.
Leaving and re-entering the room will once again show a dark room.
The problem, I think, is that the film noir mode is deactivated by invoking o6_roomOps 213, which simply calls setPalette(pop()). Apparently the palette has to be re-darkened in this particular case, but what about other cases? Where is o6_roomOps 213 used anyway? Are there other palette manipulations that need to be re-applied as well?
I've tested this with a recent (July 25) CVS snapshot. Could someone please check how the original interpreter behaves in this case? I haven't been able to get it to run under DOSEMU, so I can't check it myself.
Ticket imported from: #587074. Ticket imported from: bugs/369.