Opened 20 years ago
Closed 20 years ago
#631 closed defect (outdated)
ZAK256: Graphics bug in Mars Ankh room
|Reported by:||SF/dfabulich||Owned by:||fingolfin|
When you enter the Ankh room on Mars (behind the middle massive door in the Great Chamber), the palette looks all messed up. In particular, your character looks like he/she has turned to stone or something. (I've included a screenshot/saved game for this bug.)
It does not impede play, but it looks quite bizarre.
I'm using the FM-TOWNS version with ScummVM 0.3.0b, Built on Dec 6 2002 19:31:17 on Win2K.
Ticket imported from: #654284. Ticket imported from: bugs/631.
Change History (10)
by , 20 years ago
by , 20 years ago
Saved game in Ankh room with Melissa
comment:1 by , 20 years ago
+ saved game...
comment:2 by , 20 years ago
This sounds like a regression caused by the reversion of
the copyPalColor() change back to a _currentPalette[a] = b op (see script_v5.cpp revision 1.2)... although we are using the shadowpalette now, so the effects are not quite as bad as previously occured in bug 600287 (the reason for switching to copyPalColor in the FIRST place).
Fingolfin, I remember you and Erik were talking about this one recently, but I missed most of the conversation - why did you revert this change? Do you think this is something that is simply GF_OLD256 dependant, or more generic between all SMALL_HEADER games, given the subopcode similarities?
comment:3 by , 20 years ago
comment:4 by , 20 years ago
Using copyPalColors() caused regressions in MonkeyVGA (see bug #647844, "MI1VGA: wrong color"), and probably worse ones in LoomCD as well, although I never actually verified that for myself.
I have no idea what the correct fix is, though.
comment:5 by , 20 years ago
comment:6 by , 20 years ago
This bug appears to be closed in current snapshot: ScummVM 0.3.1cvs, Built on Dec 18 2002 01:12:15. Now works properly.
comment:7 by , 20 years ago
So, can this be closed then?
comment:8 by , 20 years ago
|Status:||new → closed|
Screenshot of glitch