Opened 21 years ago

Closed 21 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
Version: Keywords: script
Cc: Game: Indiana Jones 4

Description

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 09:34:32.

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

Attachments (1)

atlantis.s01 (73.9 KB ) - added by SF/dfabulich 21 years ago.
Ready to look at the Lost Dialogues

Download all attachments as: .zip

Change History (7)

by SF/dfabulich, 21 years ago

Attachment: atlantis.s01 added

Ready to look at the Lost Dialogues

comment:1 by SF/segra, 21 years ago

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

comment:2 by eriktorbjorn, 21 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, 21 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, 21 years ago

I guess you're right. Here's the script that does the loading/saving:

[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() END

comment:5 by fingolfin, 21 years ago

Owner: set to fingolfin
Resolution: fixed
Status: newclosed

comment:6 by fingolfin, 21 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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