[Scummvm-tracker] [ScummVM :: Bugs] #13366: SCUMM: Loom (EGA) - Path finding or overlay issue at Dragon's caves

ScummVM :: Bugs trac at scummvm.org
Sat Apr 2 21:31:18 UTC 2022


#13366: SCUMM: Loom (EGA) - Path finding or overlay issue at Dragon's caves
---------------------------------+----------------------------
Reporter:  antoniou79            |       Owner:  athrxx
    Type:  defect                |      Status:  pending
Priority:  normal                |   Component:  Engine: SCUMM
 Version:                        |  Resolution:  pending
Keywords:  pathfinding, overlay  |        Game:  Loom
---------------------------------+----------------------------
Comment (by athrxx):

 This is really a bit weird (not the original ticket, but the new
 findings).

 It seems that there are two caves that lead to the top right one.
 With the one down/left of the entrance, when Bobbin walks out of the top
 right cave you get to see the top of the distaff first (that minor
 graphics glitch) and it is possible to walk right back into the top right
 cave. When entering the other cave (right under the entrance, two rows
 down), Bobbin will walk out of the top right cave without the "distaff
 graphics glitch", but the cave is blocked somehow and can't be re-entered
 by just clicking on it (the script just never calls
 o5_walkActorToObject()); you have to walk a bit to the left or right
 before being able to enter again. I have checked the original FM-TOWNS
 interpreter with the UNZ emulator and it seems that you never get to see
 the glitch there (which could just be due to the smooth scrolling), but
 you also can't re-enter the cave when you come the cave down/left. So, the
 not-being-able-to-reenter thing seems to be poor scripting.

 I haven't tried DOS, I don't have a savegame for that scene. So I don't
 know about the about the distaff glitch yet.
-- 
Ticket URL: <https://bugs.scummvm.org/ticket/13366#comment:15>
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