[Scummvm-tracker] [ScummVM] #9788: SCI: PHANT1: Chapter 7 - Palette glitch in chapel
Colin Snover
trac at scummvm.org
Fri Jul 14 00:31:13 CEST 2017
#9788: SCI: PHANT1: Chapter 7 - Palette glitch in chapel
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Reporter: bgK | Owner: csnover
Type: defect | Status: new
Priority: high | Component: Engine: SCI
Resolution: | Keywords: sci32
Game: Phantasmagoria 1 |
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Comment (by csnover):
> I don’t know why resubmitting the ego's palette during the walk
animation works in SSCI and not in ScummVM, since the view's palette
should be marked has having already been submitted in SSCI too. Maybe a
problem with the order of the draw list?
This works in SSCI because the P button at the bottom of the screen has a
different value for index 255, and is updated when transitioning between
rooms, which then triggers a palette update on the next frame that “fixes”
the glitch. In ScummVM this was broken by the palette optimisation in
e133c7440309fa55034addcc41879bf180a0a299. SSCI can be made to break in the
same way as ScummVM by using the game’s debug code to teleport directly to
room 6400 once flag 206 is set, instead of using the navigation hotspot in
room 6500 (which is available only when flag 215 is set). A proper fix for
this room will probably either involve messing with the chest view’s
palette at runtime so it stops overwriting colours used by the background,
or by just not drawing the chest at all in room 6400 (AFAICT there’s no
real reason for it to be there except to avoid a small continuity error).
The other issue with the basement palette has been broken into its own
separate ticket #9957 since it has a different root cause.
Patches forthcoming.
--
Ticket URL: <https://bugs.scummvm.org/ticket/9788#comment:6>
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