[ scummvm-Bugs-1861582 ] COMI: Banjo duel seems harder than in the original
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Tue Jan 1 02:55:59 CET 2008
Bugs item #1861582, was opened at 2008-01-01 02:55
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Category: Script bugs
Group: Monkey Island 3
Status: Open
Resolution: None
Priority: 5
Private: No
Submitted By: Torbjörn Andersson (eriktorbjorn)
Assigned to: Nobody/Anonymous (nobody)
Summary: COMI: Banjo duel seems harder than in the original
Initial Comment:
Latest SVN snapshot
English version of the game
This is one of those things that pops up every now and then, but I can't find any open bug report about it.
The banjo duel is a bit harder than in the original, in the sense that you get less time to pick the correct note. Sometimes, your time runs out pretty much at the same time as the music ends. (You don't have to wait for it to end before picking the note, so you actually have plenty of time, but that's not obvious to the player.)
I only have a vague idea about how the banjo duel scripts actually work. Script-216 seems to be the main one. When it's your turn to play, it starts room-25-2013 (approximately at the same time as the music starts), which is the one keeps track of when your time runs out. It's simple enough:
Script# 2013
[0000] (65) while (localvar0 <= var688) {
[0010] (6E) localvar0++
[0015] (67) breakHere()
[0016] (**) }
[001B] (79) startScript(0,213,[])
[002B] (7B) stopObjectCode()
END
In "Mega Monkey" mode, var688 is set to 60 (I think it's 75 in easy mode), and each "tick" in the loop is ~75 ms, so you get about 4.5 seconds from when the music starts.
I did some very unscientific timings with a stop-watch. With ScummVM, I get ~4.6 seconds before my time is up. In the original (running under Wine) I get ~5.7 seconds. That would make a "tick" in the original 90-95 ms.
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