Opened 17 years ago

Closed 17 years ago

#415 closed defect (fixed)

ZAK256: fades vanish

Reported by: SF/logicdeluxe Owned by: SF/ender
Priority: normal Component: Engine: SCUMM
Keywords: Cc:
Game: Zak McKracken

Description

Built on Aug 16 2002 11:57:40 win
As long as you control Zak, fades are fine. But as soon
as you switch to another person, there are no more
fades, including controlling Zak again. All scenes then
appear instantly.

Ticket imported from: #596018. Ticket imported from: bugs/415.

Attachments (1)

zak256.s02 (32.7 KB ) - added by SF/logicdeluxe 17 years ago.

Download all attachments as: .zip

Change History (4)

by SF/logicdeluxe, 17 years ago

Attachment: zak256.s02 added

comment:1 by fingolfin, 17 years ago

What happens: when a "Switch" is done, apparently
o5_oldRoomEffect() gets called, setting
_switchRoomEffect to 4 and _switchRoomEffect2 to 0.

But there is no fadein effect 4 (only 1, 2, 3), nor a
fadeOut 0 (0 for fadeOut will not do any fading to be
precise).

So I looked at how to fix this. It turns out, adding fade
mode 4 is trivial, we already have the data table needed
for it, we just weren't using it! This is fixed now in CVS.

However, fades still will look weird, because the
fadeOut mode is set to 0, which means no fadeout
happens, which in turn results in a bad looking fade
(palette clashes...). I am not sure if there is ever code
that legall sets fadeOut to 0, maybe we just should
check for a 0 here and convert it to a 1? But that might
break other games. Oh well...

comment:2 by SF/ender, 17 years ago

Owner: set to SF/ender
Resolution: fixed
Status: newclosed

comment:3 by SF/ender, 17 years ago

I'm going to close this, if the main problem is fixed.

<waves bye-bye and closes the bug>

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