Opened 11 years ago
Last modified 4 years ago
#6502 new defect
TSAGE: Ringworld2 - Graphics glitches when going to Ringworld
Reported by: | eriktorbjorn | Owned by: | |
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Priority: | normal | Component: | Engine: TsAGE |
Version: | Keywords: | ||
Cc: | Game: | Return to Ringworld |
Description
English CD version of the game
In the "Meanwhile..." screen that appears when going to Ringworld, there are what looks to me like some slight graphics glitches near the bottom of the screen. I have not compared this to the original, however.
There's also what looks like a palette glitch when it fades down, but I wasn't able to catch a screenshot of that.
Ticket imported from: bugs/6502.
Attachments (2)
Change History (10)
by , 11 years ago
Attachment: | meanwhile-2.png added |
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by , 11 years ago
Attachment: | ringworld2-cd.009 added |
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comment:1 by , 11 years ago
comment:2 by , 11 years ago
I have verified in DOSBox that these glitches do not appear in the original. Another thing that's missing in ScummVM is that in the cutscene that follows, whenever the (mostly) unseen ship fires, the screen is supposed to flash white.
comment:3 by , 11 years ago
Could you provide a savegame just before that cutscene? Thanks in advance!
comment:4 by , 11 years ago
There is one attached to the first comment I made. Simply give the infodisc to seeker, then speak to him.
comment:5 by , 11 years ago
Summary: | RINGWORLD2: Graphpics glitches when going to Ringworld → RINGWORLD2: Graphics glitches when going to Ringworld |
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comment:6 by , 11 years ago
Replicated with the attached savegame and my copy of R2R on Linux x86_64 with the latest git master.
Running under Valgrind, it also occurs. There are two valgrind warnings which may be relevant: ==3364== Conditional jump or move depends on uninitialised value(s) ==3364== at 0x4E49E34: SDL_RLESurface (in /usr/lib64/libSDL-1.2.so.0.11.4) ==3364== by 0x6DE9F3: SurfaceSdlGraphicsManager::blitCursor() (surfacesdl-gra phics.cpp:1947) ==3364== by 0x6DD21F: SurfaceSdlGraphicsManager::setPalette(unsigned char con st, unsigned int, unsigned int) (surfacesdl-graphics.cpp:1456) ==3364== by 0x42861D: TsAGE::ScenePalette::fade(unsigned char const, bool, int) (core.cpp:1466) ==3364== by 0x5175F3: TsAGE::Ringworld2::Scene1000::signal() (ringworld2_scenes1.cpp:123) ==3364== by 0x423E09: TsAGE::Action::remove() (core.cpp:206) ==3364== by 0x65D11E: TsAGE::SequenceManager::remove() (converse.cpp:88) ==3364== by 0x65D1E1: TsAGE::SequenceManager::signal() (converse.cpp:100) ==3364== by 0x423F0D: TsAGE::Action::dispatch() (core.cpp:226) ==3364== by 0x5B346D: TsAGE::Scene::dispatch() (scenes.cpp:328) ==3364== by 0x518D0C: TsAGE::Ringworld2::Scene1000::dispatch() (ringworld2_scenes1.cpp:472) ==3364== by 0x4342CE: TsAGE::SceneHandler::dispatch() (core.cpp:4459) ==3364==
==3364== Conditional jump or move depends on uninitialised value(s) ==3364== at 0x4E49E34: SDL_RLESurface (in /usr/lib64/libSDL-1.2.so.0.11.4) ==3364== by 0x6DE9F3: SurfaceSdlGraphicsManager::blitCursor() (surfacesdl-gra phics.cpp:1947) ==3364== by 0x6D961F: SurfaceSdlGraphicsManager::setFeatureState(OSystem::Fea ture, bool) (surfacesdl-graphics.cpp:234) ==3364== by 0x6CD93D: ModularBackend::setFeatureState(OSystem::Feature, bool) (modular-backend.cpp:56) ==3364== by 0x6F7E03: Graphics::CursorManager::popCursorPalette() (cursorman. cpp:190) ==3364== by 0x6F2458: Engine::~Engine() (engine.cpp:155) ==3364== by 0x41F1A2: TsAGE::TSageEngine::~TSageEngine() (tsage.cpp:60) ==3364== by 0x41F1D5: TsAGE::TSageEngine::~TSageEngine() (tsage.cpp:64) ==3364== by 0x40B0B0: runGame(PluginSubclass
comment:7 by , 11 years ago
Yes... looking again. The artifacts look very much like two "stars" from the previous video.
comment:8 by , 4 years ago
Summary: | RINGWORLD2: Graphics glitches when going to Ringworld → TSAGE: Ringworld2 - Graphics glitches when going to Ringworld |
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Ignore the white line at the bottom. That's probably part of the window decoration, left over when I cropped the image.