[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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