Opened 20 years ago
Closed 20 years ago
#741 closed defect (fixed)
MI2: text not completely erased after scrolling
|Reported by:||SF/schneiper||Owned by:||fingolfin|
|Cc:||Game:||Monkey Island 2|
Problem 1: I have play the game from begin to end an i get tow or tree times a graffic error with my Guybrush. I can´t describe it. Look at the picture. (testet with version 0.3.0b)
Problem 2: On a scrolling room, spoken text scroll with the background and will not delete partly. I hope anybody understand me ;-) At the savegame (Dinky Island), walk so that Polly is on the right side of the sceen. Now Polly say something an you go to the right screen and a part of the text will scroll to left. The result can you see on the picture. (testet with version 0.3.0b up to 0.3.7cvs)
- Version: ScummVM 0.3.7cvs Built on Apr 27 2003 20:15:54 - Language: German Version - Gameversion: MI2 Floppy German Version - Platform: Win98SE - Savegame attached to problem 2 and tree screenshots to all problems
Ticket imported from: #728424. Ticket imported from: bugs/741.
Change History (19)
by , 20 years ago
comment:1 by , 20 years ago
|Summary:||MI2: 2 graffic errors → MI2: two graphic errors|
comment:2 by , 20 years ago
A similar bug occurs in FOA (German version, Non-Talkie at least): Actors leave "traces" when walking across the screen. This appears to happen only in a small area on the left side.
Screenshots: http://www.namensraumverschmutzung.net/~urs/indy4bug.png http://www.namensraumverschmutzung.net/~urs/atlantis.s19.png Savegame: http://www.namensraumverschmutzung.net/~urs/atlantis.s19 (Walk around in front of the big box and you'll leave traces)
This bug is reproducable for me (Linux/SDL port)
comment:3 by , 20 years ago
I think the problem is the text should removed from the screen befor scrolling begin and not after the picture scroll the first part.
comment:4 by , 20 years ago
ursg's problem turned out to be caused by a bad CVS build, and is gone. Your first bug looks suspiciously similar...
Do you compile CVS yourself or do you use the dialy built binaries we provide?
Since I don't have the german MI2, I can't try that save game. But no the text should not be removed before the scrolling begins, rather it should be scrolled correctly :-)
comment:5 by , 20 years ago
i have testit again.
I cant adjust Problem1 with this smal test.
Problem2 was NOT in v0.3.0b (last non CVS) but in many CVS builds up to 0.3.7cvs Built on Apr 27 2003. I can adjust too by Kaptn Kate at Booty Island.
comment:6 by , 20 years ago
What do you mean with "adjust" here? This sounds like an improper translation from German, although being German myself I still don't understand it :-) (BTW http://dict.leo.org is a really great online dictionary).
Did you want to say: You still get Problem 1. Or did you mean You do not get it anymore?
comment:7 by , 20 years ago
What i mean is... In a smal test, i do not get it again Problem1.
comment:8 by , 20 years ago
First does, this still happen with the very latest CVS?
Sadly I can't open that german save game. Hm, maybe you can tell me the room number. Press "#" key to get into the debugger, then enter the "room" command - this will tell you the room number. One can then "teleport" to that room by using "room NUMBER".
If you tell me the room number on Dinky Island, maybe I can teleport there and reproduce the bug this way.
comment:9 by , 20 years ago
|Status:||new → pending|
comment:10 by , 20 years ago
|Status:||pending → new|
comment:11 by , 20 years ago
the roomnumber is 85 (Dinky Island) but i cant "teleport" in this room. The same bug exist on Booty Island, in front of Stans Shop, when Kaptn Kate talking and the screen scrolling.
comment:12 by , 20 years ago
You still didn't tell us if this is with latest CVS, though.
comment:13 by , 20 years ago
i have tested again with... ScummVM 0.4.2cvs Built on Jun 8 2003 10:48:38 ...and the bug exist in this CVS.
comment:14 by , 20 years ago
|Summary:||MI2: two graphic errors → MI2: text not completely erased after scrolling|
comment:15 by , 20 years ago
I've seen the scrolling text problem appear in other cases as well. (I have a savegame at home that demonstrates it in FOA, for instance.)
I noticed our setCameraAt() function will call stopTalk() in some cases (shouldn't that be restoreCharsetBg() instead, or do we really want the actor to stop talking as well?) but I don't think that's enough to catch all cases, e.g. when the camera pans or follows an actor.
Perhaps that should be in cameraMoved() instead, but I don't know...
comment:16 by , 20 years ago
I made a change to cameraMoved which updates gdi._mask when the camera moves, fixing a similar problem in The Dig. I wonder if that helps here, too?
Erik, the stopTalk() is there in the original,too, at least for V1-V3 games. I don't have access to V5+ disassmbly right now, so i can't tell if they do it, too. But note, ScummVM was based on a V5 game, so it's likely to be correct there, too. Since V7/V8 uses a separate version of setCameraAt(), that only leaves V6 games - maybe there stopTalk() really shouldn't be called. Dunno.
comment:17 by , 20 years ago
Yes it works fine! The problem is fixed. Who must close this bugmessage?
comment:18 by , 20 years ago
|Status:||new → closed|
1 Savegame and 3 Screenshots