Opened 16 years ago

Closed 16 years ago

Last modified 16 years ago

#909 closed defect

Talk forever

Reported by: SF/chrilith Owned by: SF/chrilith
Priority: normal Component: Engine: SCUMM
Keywords: Cc:
Game: Day of the Tentacle

Description

Hi,

These problems occured since the first version i made for
PalmOS and also with lastest CVS snapshot.

Problem in DOTT if the monster.sou file is present :
-------------------------------------------------
- Bernard talk forever, for example just after the intro
when he says : "Ok, we'll ... like commando..." or after
he opens the clock "It so too easy", need to skip with
ESC tested with English and french version.

Same problem with Sam'n'Max :
---------------------------------
- In the intro when "Freinds" appears, it's displayed
forever and need to skip with ESC.
tested with english and french version

Problem with Zak256 :
---------------------
If i don't execute the sound callback function passed to
set_sound_proc, the sound buffer growns and i finally
have a MemMove to NULL due to an out of memory. For
example when zak is near the hair salon.

Problem with zak ega :
----------------------
Cannot play the intro, it freeze when we see zak in his
bed, just after the last text (copyright) is displayed.
Skip it with ESC.

Let me know if you need more infos
Thanks a lot
Chris

Ticket imported from: #757211. Ticket imported from: bugs/909.

Change History (7)

comment:1 by fingolfin, 16 years ago

You should file seperate bug reports for each issue you encounter
(in this case, the first two might be the same issue; but the other
two definitely are separate).

Regarding your "Problem with Zak256", I have to say: "Right...
now what is the problem? That's normal behaviour...."

comment:2 by SF/hoenicke, 16 years ago

I think all problems have the same reason: the sound callbacks need
to be called.

Regarding the zak-ega problem: The intro script waits until snorkeling
sound has finished. I guess that the player_v2 onTimer method never
gets called under PalmOS. This means the sound never finish.

comment:3 by SF/ender, 16 years ago

Indeed. Without a working sound system pretty much every
game will experience some kind of problem, whether it's a
script waiting on a sound or an iMUSE call.

Can I close this? It seems to be very much a problem with
your port, and nothing other developers are going to be
able to help with...

comment:4 by SF/ender, 16 years ago

Owner: set to SF/chrilith

comment:5 by SF/chrilith, 16 years ago

Status: newclosed

comment:6 by SF/chrilith, 16 years ago

Yes, it seems that if i change the amount of data return by
the sound callback function it works (but it's slower :), Sorry
i close it

comment:7 by SF/chrilith, 16 years ago

If set_sound_proc return false we still need to call the sound
callback function ?! (the problems still occured)

The same problem occured if SDL failed to init the sound on
windows. Any idea how to fix this ?

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