[Scummvm-tracker] [ScummVM :: Bugs] #13366: SCUMM: Loom (EGA) - Path finding or overlay issue at Dragon's caves
ScummVM :: Bugs
trac at scummvm.org
Mon Mar 21 10:39:45 UTC 2022
#13366: SCUMM: Loom (EGA) - Path finding or overlay issue at Dragon's caves
---------------------------------+----------------------------
Reporter: antoniou79 | Owner: (none)
Type: defect | Status: new
Priority: normal | Component: Engine: SCUMM
Version: | Resolution:
Keywords: pathfinding, overlay | Game: Loom
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Comment (by eriktorbjorn):
The randomness seems to be a feature of the original game. I ''think''
this is the script (roomobj-30-512.dmp) for one of the exits:
{{{
Events:
38 - 0016
[0016] (40) cutscene([]);
[0018] (70) lights(8,0,0);
[001C] (16) Local[0] = getRandomNr(1);
[0020] (28) if (!Local[0]) {
[0025] (0E) putActorAtObject(1,511);
[0029] (2E) delay(60);
[002D] (70) lights(12,0,0);
[0031] (1E) walkActorTo(1,496,70);
[0037] (18) } else {
[003A] (0E) putActorAtObject(1,513);
[003E] (2E) delay(60);
[0042] (70) lights(12,0,0);
[0046] (1E) walkActorTo(1,549,121);
[004C] (**) }
[004C] (AE) WaitForActor(1);
[004F] (C0) endCutscene();
[0050] (00) stopObjectCode();
END
}}}
It wouldn't surprise me, since Brian Moriarty has a bit of a history of
adding randomness to uncharted terrain. Trinity, in particular, had a
desert that got pretty confusing if you tried to take shortcuts instead of
sticking to the roads.
--
Ticket URL: <https://bugs.scummvm.org/ticket/13366#comment:10>
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