[Scummvm-tracker] [ScummVM :: Bugs] #15303: SCI: LSL5: Timed message skipped during LSL5 coffee scene
ScummVM :: Bugs
trac at scummvm.org
Wed Jul 31 20:43:42 UTC 2024
#15303: SCI: LSL5: Timed message skipped during LSL5 coffee scene
-------------------------+-----------------------------------
Reporter: eriktorbjorn | Owner: (none)
Type: defect | Status: new
Priority: normal | Component: Engine: SCI
Version: | Resolution:
Keywords: | Game: Leisure Suit Larry 5
-------------------------+-----------------------------------
Old description:
> This one was a fluke...
>
> I made a savegame at the beginning of Leisure Suit Larry 5 (English),
> right after the end of the intro. When bringing coffee to Silas, the game
> was supposed to print the message
>
> "Yes, I know" you offer proudly, "I'm the Chief Tape Rewinder and
> Sterilizer on this project!"
>
> But that message was only shown for a split second, before skipping to
> the next message. I ''think'' what's going on here is some sort of
> integer overflow. This is how the message is displayed in rm150.sc:
>
> {{{
> (22
> (Say You_a 150 9 108 139 self) ; "Yes, I
> know," you offer proudly, "I'm the Chief Tape Rewinder and Sterilizer on
> this project!"
> )
> (23
> (= ticks 30)
> )
> }}}
>
> I think that means the message is supposed to stay up for 30 "ticks".
> Though that seems awfully short, so maybe it's 30 ''additional'' ticks?
>
> If you load the attached savegame, and let the messages time out on their
> own (don't click to speed it up!), the skipped message happens at a point
> when KGETTIME_TICKS in the kGetTime() function comes (dangerously?) close
> to 32,767. Could that somehow cause the timeout to trigger prematurely?
New description:
This one was a fluke...
I made a savegame at the beginning of Leisure Suit Larry 5 (English),
right after the end of the intro. When bringing coffee to Silas, the game
was supposed to print the message
"Yes, I know" you offer proudly, "I'm the Chief Tape Rewinder and
Sterilizer on this project!"
But that message was only shown for a split second, before skipping to the
next message. I ''think'' what's going on here is some sort of integer
overflow. This is how the message is displayed:
{{{
(
(Say larryTalker "\"Yes, I know,\" you
offer proudly,
\"I'm the Chief Tape Rewinder and
Sterilizer
on this project!\""
#dispose:
#caller: self
)
)
(
(= ticks 30)
)
}}}
I think that means the message is supposed to stay up for 30 "ticks".
Though that seems awfully short, so maybe it's 30 ''additional'' ticks?
If you load the attached savegame, and let the messages time out on their
own (don't click to speed it up!), the skipped message happens at a point
when KGETTIME_TICKS in the kGetTime() function comes (dangerously?) close
to 32,767. Could that somehow cause the timeout to trigger prematurely?
--
Comment (by m-kiewitz):
30 ticks really means 30 ticks
And it seems these 30 ticks are actually the duration between dialog
boxes, so it's actually part of the NEXT state that follows after the
message box has been removed.
Can you please check what the original interpreter is doing?
Also that's not just the follow-up dialog when you bring coffee, but it's
like the 30th dialog box. Please also include which script you are posting
from.
This is script 150, aCartoon::changeState, and the state number would be
useful too.
I just checked my multilingual Larry 5 copy. I skipped the dialog boxes,
but this specific text stays on screen for seconds.
I think I read something that there indeed is a time overflow problem with
ticks, but it happens not that often.
--
Ticket URL: <https://bugs.scummvm.org/ticket/15303#comment:5>
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