Opened 21 years ago

Closed 20 years ago

Last modified 19 years ago

#555 closed defect (fixed)

SIMON1DOS/TALKIE: Hidden inventory arrows

Reported by: SF/madshi Owned by: Kirben
Priority: normal Component: Engine: AGOS
Version: Keywords:
Cc: Game: Simon the Sorcerer 1

Description

German Simon1Talkie, today's daily win32 build:

When loading a save game with lots of inventory the inventory arrows are hidden. This is the same in the original Simon game. But in the original Simon game the arrows suddenly appear, if you click on them. But in ScummVM they stay hidden.

Ticket imported from: #635587. Ticket imported from: bugs/555.

Change History (10)

comment:1 by fingolfin, 21 years ago

Component: Engine: AGOS
Game: Simon the Sorcerer 1
Summary: Simon1: hidden inventory arrowsSIMON: hidden inventory arrows

comment:2 by Kirben, 21 years ago

This occurs in simon1dos and simon1talkie targets but not simon1win target. It effects new games as well as saved games.

comment:3 by Kirben, 21 years ago

Component: Engine: AGOS
Game: Simon the Sorcerer 1

comment:4 by Kirben, 21 years ago

Component: Engine: AGOS
Game: Simon the Sorcerer 1

comment:5 by Kirben, 21 years ago

Summary: SIMON: hidden inventory arrowsSIMON1DOS/TALKIE: Hidden inventory arrows

comment:6 by Kirben, 21 years ago

simon1dos/talkie seem to use two sprites (0x80 and 0x81) for the inventory arrows with a slight code difference in fcs_unk_5. but I have no idea how it draws them. simon1win used a single sprite (0x80) for the inventory arrows, with an extra draw section in vc_62 and two specific changes in vc_27 for that sprite. But none of those changes exist in the simon1dos/talkie disassembly...

comment:7 by SF/andrej4000, 21 years ago

What if simon1win just flips the sprite to draw the second arrow while simon1dos ans ~talkie use two different praerendered sprites?

What exactly is the difference between the two fcs_unk_5?

comment:8 by Kirben, 21 years ago

There is no problem with the inventory arrows under simon1win.

In fcs_unk_5 as far as I can tell: simon1win kills sprite 0x80 simon1dos/talkie kills and redraws sprite 0x81

At this point I think the inventory arrows might be hard coded in simon1dos/talkie executable file. Since sprite 0x80 and 0x81 aren't available in the currently loaded *.VGA file. The easiest solution would be to rip sprite 0x80 out of simon1win and use it in simon1dos/talkie but I have no idea how to do that...

comment:9 by SF/andrej4000, 21 years ago

Since I do not know any ressource editors for simon games the easiest way would be to make a special hacked version of scummvm which writes the sprite as a binary file after it recognizes that sprite 0x80 will be read from the ressources...

comment:10 by Kirben, 20 years ago

Owner: set to Kirben
Resolution: fixed
Status: newclosed
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