[Scummvm-tracker] [ScummVM :: Bugs] #13473: SCUMM: MANIAC: hanging cutscene when Purple Tentacle is bullying Sandy
ScummVM :: Bugs
trac at scummvm.org
Sat May 14 22:40:44 UTC 2022
#13473: SCUMM: MANIAC: hanging cutscene when Purple Tentacle is bullying Sandy
---------------------------+-----------------------------
Reporter: dwatteau | Owner: (none)
Type: defect | Status: new
Priority: normal | Component: Engine: SCUMM
Version: | Resolution:
Keywords: cutscene,stuck | Game: Maniac Mansion
---------------------------+-----------------------------
Comment (by dwatteau):
@athrxx: Thanks, I've added a screenshot.
The platform is macOS. I'm using the Amiga render mode in order to avoid
the sunburn effect, but going back to the default renderer doesn't fix the
issue.
{{{
[maniac-v2-fr]
filtering=false
extra=V2
engineid=scumm
render_mode=amiga
platform=pc
vsync=true
aspect_ratio=false
guioptions=sndNoSpeech sndNoMIDI lang_French
fullscreen=false
description=Maniac Mansion (V2/DOS/French)
path=/path/to/MANIAC_V2_FR
gameid=maniac
language=fr
}}}
I haven't done a full play of Maniac Mansion V2 for a long time, so I
can't say if it's a recent regression :( Other cutscenes were OK, as far
as I can say.
I do have the bug every time I load my savegame, here. But as it happens,
I was using a recent build so I can't load my savegame in an older
ScummVM, and there are so many timers going on in Maniac Mansion, I'm not
sure I could easily reproduce it from scratch again.
Here's what script 155 (room 1) does in this version:
{{{
...
[0064] (14) print(23,"Bas les pattes!");
[0074] (3B) waitForActor(13);
[0076] (1E) walkActorTo(13,21,50);
[007A] (3B) waitForActor(23);
[007C] (1E) walkActorTo(9,30,50);
[0080] (3B) waitForActor(9);
[0082] (11) animateActor(9,248);
[0085] (14) print(9,"TENTACULE MAUVE!!\x03Arr]te de tourmenter mes
cobayes.\x03Am\\ne-la, la machine est pr]te.\x03Ha ha ha."); # <== gets
stuck right after this
[00DA] (80) breakHere();
[00DB] (44) unless (VAR_CHARCOUNT > 90) goto 00DA;
[00E1] (1E) walkActorTo(9,60,50);
[00E5] (AE) waitForMessage();
[00E6] (11) animateActor(23,250);
[00E9] (14) print(23,"AAAAAAAA!!!!");
...
}}}
I don't know if the VAR_CHARCOUNT > 90 condition is where it gets stuck in
this version?
--
Ticket URL: <https://bugs.scummvm.org/ticket/13473#comment:3>
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