Opened 17 years ago

Closed 17 years ago

Last modified 12 months ago

#643 closed defect (outdated)

DOTT: Timing problem

Reported by: SF/pickle Owned by: fingolfin
Priority: normal Component: Engine: SCUMM
Keywords: Cc:
Game: Day of the Tentacle

Description

Hi :)

I just tried ScummVM and played DOTT from start to
finish (woops, there goes a few hours!). Well done on an
excellent piece of software :)

I noticed one thing, which did get in the way of many of
the jokes (and sometimes caused dialog/SFX and music
to be cut short):

The timing between sequences doesn't seem right for
most (all?) of the scenes. Lines of dialog seems to be
run one after the other, with the appropriate pauses
missing.

I haven't played DOTT for over 5 years now, it was great
to get it running again. Other than the timing problem, I
found no other glitches.

Vitals:
I'm using the latest ScummVM version, from it's win32
package (version 0.3.0b) on an athlon 2000+ XP, using a
geforce4 mx dual-head card. I ran the scummgl.exe
version.
DOTT is the English talkie version from CD - I copied
the entire dott directory to the hard drive though (using
the advice in the readme file).

Cheers!

- Simon

Ticket imported from: #656025. Ticket imported from: bugs/643.

Change History (7)

comment:1 by fingolfin, 17 years ago

Summary: Timing problem?DOTT: Timing problem

comment:2 by eriktorbjorn, 17 years ago

Do you have any more specific examples?

comment:3 by SF/pickle, 17 years ago

One specific example which comes to mind is during the
sequence where they travel through time - the scene in the
vortex. Objects float through the vortex at faster intervals than
they should, which plays havok with the sounds (which get
prematurely truncated as a result).

Another example, at the same time, is when the diamond
cracks - when at Hoagie is 'surfing' the chronojohn, the music
originally was timed to change perfectly with each cut scene,
but now each scene seems a second or two too short.

If you need more examples I'll play through the game and
note them down. I've seen a few lines of dialogue which ran
too fast, missing pauses which were there to add to jokes.

Cheers!

- Simon

comment:4 by eriktorbjorn, 17 years ago

When one sound effect starts, it may turn off other sound
effects playing at the same time. ScummVM does that for some
games (including DotT) because the game seems to rely on
that behaviour in some cases.

It might be just a matter of fine-tuning the music tempo
and/or talk delay. The music tempo was changed slightly some
time ago to make for better synchronization with Conroy's
song in Sam & Max, and we already use a different talk delay
for Loom.

Unfortunately I've never heard what the games are really
supposed to sound like, so any fine-tuning I do would be
pure guesswork. Perhaps Jamieson has some ideas. At least
when it comes to Sam & Max music he's the resident ubertrout...

comment:5 by fingolfin, 17 years ago

Owner: set to fingolfin
Resolution: outdated
Status: newclosed

comment:6 by fingolfin, 17 years ago

This seems to work fine with latest CVS.

comment:7 by digitall, 12 months ago

Component: Engine: SCUMM
Game: Day of the Tentacle
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