[ scummvm-Bugs-587074 ] Sam & Max: "film noir mode"-related bug

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Fri Jul 26 17:48:04 CEST 2002


Bugs item #587074, was opened at 2002-07-26 17:48
You can respond by visiting: 
https://sourceforge.net/tracker/?func=detail&atid=418820&aid=587074&group_id=37116

Category: Graphics
Group: Sam and Max
Status: Open
Resolution: None
Priority: 5
Submitted By: Torbjörn Andersson (eriktorbjorn)
Assigned to: Nobody/Anonymous (nobody)
Summary: Sam & Max: "film noir mode"-related bug

Initial Comment:
There is a bug that's triggered by the Sam & Max "film
noir" mode. Here's how. In the very first room...

1. Press "B" to activate "film noir" mode. (At the time
of writing, you won't notice any difference between
this and normal mode. See patch #586659.)

2. Turn off the light. The room is now dark.

3. Press "B" to de-activate "film noir" mode. The room
is no longer dark.

Leaving and re-entering the room will once again show a
dark room.

The problem, I think, is that the film noir mode is
deactivated by invoking o6_roomOps 213, which simply
calls setPalette(pop()). Apparently the palette has to
be re-darkened in this particular case, but what about
other cases? Where is o6_roomOps 213 used anyway? Are
there other palette manipulations that need to be
re-applied as well?

I've tested this with a recent (July 25) CVS snapshot.
Could someone please check how the original interpreter
behaves in this case? I haven't been able to get it to
run under DOSEMU, so I can't check it myself.


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