[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
---------------------------------+----------------------------
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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