[Scummvm-tracker] [ScummVM :: Bugs] #12334: AGS: Blackwell Deception (Steam, Win): Can't progress past boat sequence
ScummVM :: Bugs
trac at scummvm.org
Mon Mar 29 22:46:10 UTC 2021
#12334: AGS: Blackwell Deception (Steam, Win): Can't progress past boat sequence
-------------------+--------------------------
Reporter: Tea23 | Owner: (none)
Type: defect | Status: new
Priority: normal | Component: Engine: AGS
Version: | Resolution:
Keywords: | Game:
-------------------+--------------------------
Comment (by criezy):
Confirmed with the GOG version as well.
If you skip the sequence with Escape before the end, then you can continue
the game.
If you try to use Escape after Joey and Rosa have left the screen however,
then the game freezes (and the cursor is also frozen, but you can still
quit ScummVM with a keyboard shortcut). The call stack for this frozen
state is:
{{{
* frame #0: AGS3::ccInstance::Run(this=0x000000013f2b4080, curpc=5763)
at cc_instance.cpp:1198:16
frame #1:
AGS3::ccInstance::CallScriptFunction(this=0x000000013f2b4080,
funcname="repeatedly_execute_always", numargs=0,
params=0x0000000128f8e4a0) at cc_instance.cpp:339:15
frame #2: AGS3::DoRunScriptFuncCantBlock(sci=0x000000013f2b4080,
funcToRun=0x0000000128f8e490, hasTheFunc=true) at script.cpp:278:17
frame #3:
AGS3::run_function_on_non_blocking_thread(funcToRun=0x0000000128f8e490) at
script.cpp:96:39
frame #4: AGS3::game_loop_check_new_room() at game_run.cpp:110:3
frame #5: AGS3::UpdateGameOnce(checkControls=true,
extraBitmap=0x0000000000000000, extraX=0, extraY=0) at game_run.cpp:716:2
frame #6: AGS3::GameTick() at game_run.cpp:864:2
frame #7: AGS3::GameLoopUntilEvent(untilwhat=7,
daaa=0x0000000117f84a38) at game_run.cpp:904:9
frame #8: AGS3::GameLoopUntilValueIsZero(value=0x0000000117f84a38) at
game_run.cpp:919:2
frame #9: AGS3::WaitImpl(skip_type=1, nloops=1) at
global_game.cpp:986:2
frame #10: AGS3::scrWait(nloops=1) at global_game.cpp:1004:2
frame #11: AGS3::Sc_scrWait(params=0x000000016f49ab10, param_count=1)
at global_api.cpp:1864:2
frame #12: AGS3::ccInstance::Run(this=0x000000013f2d0c80, curpc=491)
at cc_instance.cpp:1009:20
frame #13:
AGS3::ccInstance::CallScriptFunction(this=0x000000013f2d0c80,
funcname="room_AfterFadeIn", numargs=0, params=0x0000000000000000) at
cc_instance.cpp:339:15
frame #14: AGS3::RunScriptFunctionIfExists(sci=0x000000013f2d0c80,
tsname="room_AfterFadeIn", numParam=0, params=0x0000000000000000) at
script.cpp:355:32
frame #15: AGS3::RunTextScript(sci=0x000000013f2d0c80,
tsname="room_AfterFadeIn") at script.cpp:401:14
frame #16: AGS3::RunScriptFunction(sc_inst=kScInstRoom,
fn_name="room_AfterFadeIn", param_count=0, p1=0x000000016f49db20,
p2=0x000000016f49db60) at script.cpp:266:4
frame #17: AGS3::QueueScriptFunction(sc_inst=kScInstRoom,
fn_name="room_AfterFadeIn", param_count=0, p1=0x000000016f49db20,
p2=0x000000016f49db60) at script.cpp:255:3
frame #18: AGS3::run_interaction_script(nint=0x000000013e990a10,
evnt=7, chkAny=-1, isInv=0) at script.cpp:184:3
frame #19: AGS3::process_event(evp=0x000000016f49f274) at
event.cpp:175:4
frame #20: AGS3::processallevents(numev=5, evlist=0x000000010a0313c0)
at event.cpp:359:3
frame #21: AGS3::update_events() at event.cpp:369:2
frame #22: AGS3::game_loop_update_events() at game_run.cpp:624:2
frame #23: AGS3::UpdateGameOnce(checkControls=true,
extraBitmap=0x0000000000000000, extraX=0, extraY=0) at game_run.cpp:745:2
frame #24: AGS3::GameTick() at game_run.cpp:864:2
frame #25: AGS3::RunGameUntilAborted() at game_run.cpp:951:3
}}}
The current master of the original AGS interpreter works properly.
The issue has existed in ScummVM since at least early February (I tested
the parent of ff276f88), and possibly since the beginning.
I will try to debug this further.
--
Ticket URL: <https://bugs.scummvm.org/ticket/12334#comment:1>
ScummVM :: Bugs <https://bugs.scummvm.org>
ScummVM
More information about the Scummvm-tracker
mailing list