Opened 6 years ago

Closed 6 years ago

#6540 closed defect (fixed)

NEVERHOOD: lightswitch graphical glitch

Reported by: SF/diggly Owned by: johndoe123
Priority: normal Component: Engine: Neverhood
Keywords: Cc:
Game: The Neverhood

Description

When turning off the lights in the Hall of Records the lightswitch glitches out for a second
I'm using 1.7.0git5418-gf865899
http://i.imgur.com/qiJx88X.png

to recreate: load attached save, click button next to door

Ticket imported from: bugs/6540.

Attachments (2)

neverhood-win.003 (14.7 KB ) - added by SF/diggly 6 years ago.
qiJx88X.jpg (31.8 KB ) - added by digitall 6 years ago.

Download all attachments as: .zip

Change History (14)

by SF/diggly, 6 years ago

Attachment: neverhood-win.003 added

by digitall, 6 years ago

Attachment: qiJx88X.jpg added

comment:1 by digitall, 6 years ago

@douglas: Thank you for this bug report.

I am attaching the image to this artifact. Sourceforge will only accept attachments smaller than about 256K, so have recoded as JPG to drop this from 300K to 85K. Try to avoid external image storage as they tend to break over time.

comment:2 by digitall, 6 years ago

You also omitted your Operating System and whether you are running your own build, a buildbot build or Kirben's Win32 daily builds here.

I am assuming from the screenshot that you are using the MinGW-32 buildbot build on WinXP SP3?

comment:3 by SF/diggly, 6 years ago

Sorry about that.
I was using a buildbot build on Windows 7 64bit
mingw-w64-master-f8658993

comment:4 by digitall, 6 years ago

@douglas: Hmm... Could you please try replicating this with the mingw-32 build please to see if this is related to the x64 build as that is experimental?

The 32-bit build should run fine on your Windows7 64-bit.

Please report the outcome here. Also, try using Kirben's win32 daily build as well.

comment:5 by SF/diggly, 6 years ago

I tried it in the 32-bit buildbot mingw-w32-master-46b7c1fd build and the graphic glitch still occurred

comment:6 by digitall, 6 years ago

Replicated with Linux x86_64 with latest Git master and your savegame.

comment:7 by digitall, 6 years ago

Ran with Valgrind. No bad accesses. This looks like a bug in the graphics decoding or a corrupt graphics object in the original datafiles. Probably the former.

comment:8 by digitall, 6 years ago

It seems to be associated with the following output from ./scummvm -d 3:
AnimatedSprite::startAnimation(1CD89029, 0, -1)
SetSpriteUpdate(&Klaymen::suAction)
AnimResource::load(1CD89029)
playing sound 44141000
PaletteResource::load(D00A028D)
SpriteResource::load(D00A028D)
SpriteResource::load(2D339030)
SpriteResource::load(D90032A0)
SpriteResource::load(A0289D08)
PaletteResource::load(68033B1C)
SpriteResource::load(DAC86E84)
SpriteResource::load(2D339030)
AnimatedSprite::startAnimation(5420E254, 0, -1)
SetSpriteUpdate(NULL)
AnimResource::load(5420E254)

comment:9 by digitall, 6 years ago

Module 2200, Scene 4..

comment:10 by digitall, 6 years ago

I think the responsible code here is in Scene2205::Scene2205(NeverhoodEngine vm, Module parentModule, int which)... but not easy to spot what is happening.

comment:11 by johndoe123, 6 years ago

Thanks for the the bug report and the savegame. The bug has been fixed.
It was just the wrong image shown which didn't fit to the current palette.

comment:12 by johndoe123, 6 years ago

Owner: set to johndoe123
Resolution: fixed
Status: newclosed
Note: See TracTickets for help on using tickets.