Opened 21 years ago

Closed 21 years ago

#487 closed defect (fixed)

SAM: invalid imuse command 0

Reported by: SF/chuzwuzza Owned by: SF/jamieson630
Priority: normal Component: Engine: SCUMM
Version: Keywords:
Cc: Game: Sam and Max

Description

I have so far encountered 2 places in Samnmax where I get the message WARNING: IMuseInternal::do_command invalid command 12!

The first was when Conroy hits max with the golf club and sends him flying into the "Dunk the Beast" bin.

The second was when you enter the world of fish and the helicopter comes in over the horizon.

I've attached a savegame for the world of fish from the talkie CD version.

Ticket imported from: #622544. Ticket imported from: bugs/487.

Attachments (1)

samnmax.s03 (58.4 KB ) - added by SF/chuzwuzza 21 years ago.
World of fish savegame

Download all attachments as: .zip

Change History (13)

by SF/chuzwuzza, 21 years ago

Attachment: samnmax.s03 added

World of fish savegame

comment:1 by SF/chuzwuzza, 21 years ago

Summary: invalid imuse command 12SAM: invalid imuse command 12

comment:2 by SF/jamieson630, 21 years ago

I'll start looking into this -- next week is my work week, so don't look for an implementation right away.

Chuzwuzza, for the record, what music artifacts occur at the time this error is encountered? Did you say you get music playing double in Gator Golf? Which musical piece? Any artifcats at the World of Fish?

comment:3 by SF/jamieson630, 21 years ago

Owner: set to SF/jamieson630

comment:4 by SF/chuzwuzza, 21 years ago

I don't notice any music artifacts per se. I thought I had doubled music playing at Gator Golf, but going back and trying again, I can't notice anything. I'm pretty sure it's just the strange music ;) And there wasn't any doubled music at the helicopter in the world of fish either. Just the command 12 message.

comment:5 by SF/jamieson630, 21 years ago

Latest CVS build (October 14, 2002) should implement do_command(12) according to all occurrences observed so far. However, why don't we leave this bug open as a general "Unimplemented IMuseInternal::do_command codes" that we can drop reports into? I understand we have do_command(0) occurring elsewhere in Sam & Max, too. Might as well keep this alive until all unsupported commands have been resolved.

Chuzz, details on do_command(0) for the record?

comment:6 by SF/chuzwuzza, 21 years ago

Well, I can't remember where I first saw a command(0), but it wasn't far from the beginning of the game I think. The main part where command 0 seems to be is in the bigfoot party. Theres a whole stack of "WARNING: IMuseInternal::do_command invalid command 0!" messages coming up constantly as the music plays. The music also seems slightly off tempo at points... though maybe that's just me :)

comment:7 by SF/ender, 21 years ago

Any reason for this bug to still be open? :)

comment:8 by SF/chuzwuzza, 21 years ago

Yes, there is a reason - Jamieson630 said it 2 comments down from yours, ender ;)

"However, why don't we leave this bug open as a general "Unimplemented IMuseInternal::do_command codes" that we can drop reports into?"

And do_command(0) is still unimplemented, so that's why this is still open I guess

comment:9 by SF/khalek, 21 years ago

Summary: SAM: invalid imuse command 12SAM: invalid imuse command 0

comment:10 by SF/khalek, 21 years ago

changed bug title to reflect what this bug is now about

comment:11 by SF/jamieson630, 21 years ago

Resolution: fixed
Status: newclosed

comment:12 by SF/jamieson630, 21 years ago

Latest CVS build (2002.11.23, imuse.cpp v1.87) takes care of invalid do_command(0) calls by filtering what appear to be bad ImSetTrigger invocations. I've also added ImTrigger recycling, which should fix problems where music fails to start because the game has been running for some time and all the ImTriggers have been used up.

I tested the changes at Bumpusville and Gator Golf, two places where ImTriggers are used to do music transitions. They are still working fine, but I haven't tested how they behave after a long period of gameplay. If anybody starts to experience music sections not starting when they should, open another bug report on it.

Closing.

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