Opened 21 years ago

Closed 21 years ago

Last modified 21 years ago

#909 closed defect

Talk forever

Reported by: SF/chrilith Owned by: SF/chrilith
Priority: normal Component: Engine: SCUMM
Version: 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, 21 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, 21 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, 21 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, 21 years ago

Owner: set to SF/chrilith

comment:5 by SF/chrilith, 21 years ago

Status: newclosed

comment:6 by SF/chrilith, 21 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, 21 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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