[Scummvm-tracker] [ScummVM] #10446: COMMON: Allow Save/Load functions when interrupting action sequences.

macca8 trac at scummvm.org
Wed Mar 7 03:41:11 CET 2018


#10446: COMMON: Allow Save/Load functions when interrupting action sequences.
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Reporter:  macca8       |      Owner:  (none)
    Type:  enhancement  |     Status:  new
Priority:  normal       |  Component:  --Other--
Keywords:               |       Game:
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 Currently it isn’t possible to Save or Load a game while some form of
 activity is taking place on the screen. Usually this involves the playing
 of a cutscene, but simply transitioning between scenes has the same
 effect.

 If an in-game menu (either the GMM or a game-specific menu) is called at
 this time, both buttons are disabled, making it impossible to either save
 or load. Keyboard shortcuts (if available) are also ignored.

 It also appears that both functions operate in tandem… either both are
 enabled or both disabled, which doesn’t always make sense (for example, if
 no saved games exist, why is Load enabled?).

 It’s also illogical that a user can exit a game during a cutscene, but not
 load a saved game directly. Based on my previous point, this is probably
 more about the Save function being disabled than an inability to load.

 In the case of an interrupted cutscene, at the very least, it should be
 possible to load another saved game without first returning to the
 Launcher.

 If the preference is for Save & Load functions to continue to operate in
 tandem, then the ability to save needs to be added as well.

 As far as creating a save is concerned, a saved game that begins at a
 point within a cutscene isn’t desirable (and probably isn’t even
 technically possible).
 A more realistic alternative is to create a saved game that reverts to the
 point immediately before the cutscene was triggered.

 On a positive note, I’ve previously experienced this Save behaviour with
 ScummVM back in January 2015, albeit with a broken cutscene.

 On that occasion, the cutscene literally played back frame by frame
 (around 3 minutes for a 15 sec cutscene).
 Upon reaching the final(?) frame (no transition to normal image), the game
 hung indefinitely.
 The only way to break the deadlock was to exit the game.
 Fortunately, the GMM was still accessible & the Save option available, so
 I was able to create a saved game before exiting.

 That saved game allowed me to continue the game from immediately before
 the (broken) cutscene, either in a different direction, or through the
 cutscene (when the bug was eventually fixed).

 While I appreciate that this example doesn’t replicate interrupting a
 normal cutscene, it does indicate that it’s possible for ScummVM to
 produce the required save type… the trick is to find and tap into the
 appropriate code.

 Is this worth the effort?
 If considered in isolation, then probably not.
 However, in the bigger picture, this request addresses a potential issue
 raised by bgk in my request for the introduction of a 'Prompt to Save'
 feature (refer #10133, updated to #10134).

 Thanks for your consideration.

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Ticket URL: <https://bugs.scummvm.org/ticket/10446>
ScummVM <https://bugs.scummvm.org>
ScummVM


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