Opened 16 years ago

Closed 16 years ago

#892 closed defect (fixed)

FOA: Can't click away from Lost Dialogues

Reported by: SF/dfabulich Owned by: fingolfin
Priority: normal Component: Engine: SCUMM
Keywords: script Cc:
Game: Indiana Jones 4


Using the attached save, look at the Lost Dialogues.
Now click on its outside border. This should return
you to normal operation, but instead, it returns you to
the screen your on and then snaps you right back into
looking at the book. You can, if you're clever, stop
looking at the book by pressing ESC, but not otherwise.

I'm on Win2K, ScummVM 0.4.2cvs, Built on Jun 13 2003

Ticket imported from: #755166. Ticket imported from: bugs/892.

Attachments (1)

atlantis.s01 (73.9 KB ) - added by SF/dfabulich 16 years ago.
Ready to look at the Lost Dialogues

Download all attachments as: .zip

Change History (7)

by SF/dfabulich, 16 years ago

Attachment: atlantis.s01 added

Ready to look at the Lost Dialogues

comment:1 by SF/segra, 16 years ago

hmm, on latest cvs it only seems to happen if you right click

comment:2 by eriktorbjorn, 16 years ago

When you open the book, the game is saved to a temporary
save slot, and when you close it the savegame is loaded.

Since the saving isn't instantaneous, is it possible that
the game is saved at a point where it's just about to open
the book again? I don't know...

comment:3 by SF/ender, 16 years ago

This is probably related to VAR_GAME_LOADED not being set
correctly - several scripts in various games have been
known to use this flag to determine whether you are
entering or existing a 'temporary save' cutscene.

comment:4 by eriktorbjorn, 16 years ago

I guess you're right. Here's the script that does the

[0000] (48) if (Local[1] == 1) {
[0007] (60) freezeScripts(127)
[0009] (33) saveLoad?(1,26))
[000D] (1A) Bit[23] = 1;
[0012] (80) breakHere()
[0013] (48) if (Var[71] == 203) {
[001A] (1A) Bit[23] = 0;
[001F] (1A) Var[50] = 319;
[0024] (1A) Var[447] = 1;
[0029] (60) freezeScripts(0)
[002B] (62) stopScript(0)
[002F] (18) } else {
[002D] (1A) Var[50] = 0;
[0035] (1A) Var[447] = 0;
[003A] (F2) loadRoom(Local[0])
[003D] (**) }
[003F] (18) } else {
[003D] (1A) Bit[23] = 0;
[0045] (33) saveLoad?(2,26))
[0049] (80) breakHere()
[004A] (**) }
[004A] (A0) stopObjectCode()

comment:5 by fingolfin, 16 years ago

Owner: set to fingolfin
Resolution: fixed
Status: newclosed

comment:6 by fingolfin, 16 years ago

Fixed by caling clearClickedStatus() after loading a game (what
happend was that the right mouse click, which triggered the load
of the temporary save game, was still 'around', and then was fed
into the sentene script. This in turn caused the highlighted verb
to be executed. Which, of course, at this point would be "Look
at... lost dialogue"

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