Opened 17 years ago

Closed 16 years ago

Last modified 14 years ago

#555 closed defect (fixed)

SIMON1DOS/TALKIE: Hidden inventory arrows

Reported by: SF/madshi Owned by: Kirben
Priority: normal Component: Engine: AGOS
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 Changed 17 years ago by fingolfin

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

comment:2 Changed 17 years ago by Kirben

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

comment:3 Changed 17 years ago by Kirben

Component: Engine: AGOS
Game: Simon the Sorcerer 1

comment:4 Changed 17 years ago by Kirben

Component: Engine: AGOS
Game: Simon the Sorcerer 1

comment:5 Changed 16 years ago by Kirben

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

comment:6 Changed 16 years ago by Kirben

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 Changed 16 years ago by SF/andrej4000

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 Changed 16 years ago by Kirben

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 Changed 16 years ago by SF/andrej4000

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 Changed 16 years ago by Kirben

Owner: set to Kirben
Resolution: fixed
Status: newclosed
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