[Scummvm-tracker] [ScummVM :: Bugs] #15502: SCUMM: INDY3 Pink pixels at Irene's typewriter
ScummVM :: Bugs
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Mon Nov 18 00:55:51 UTC 2024
#15502: SCUMM: INDY3 Pink pixels at Irene's typewriter
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Reporter: GermanTribun | Owner: dwatteau
Type: feature request | Status: pending
Priority: low | Component: Engine: SCUMM
Version: | Resolution: assigned
Keywords: | Game: Indiana Jones 3
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Comment (by dwatteau):
Kind of.
The weird pink/cyan lines in Berlin and Castle Brunwald have an
enhancement to remove them because they were 1) very obvious on the screen
2) clearly unintended (no reason for them to be displayed in the game) 3)
the original art could easily be restored without including any
copyrighted resource in our source code and 4) these weird lines confused
some players.
Actually, I took the motivation to work on these fixes because I saw
several Twitch players wondering quite a lot about them, during gameplay
(thinking there was an "emulator (sic) bug", or some puzzle to solve).
Another example of what we did was to fix the color of the Nazis' uniforms
in Castle Brunwald in the FM-TOWNS release
(https://github.com/scummvm/scummvm/pull/3930). It was done because we
knew it was an unintended continuity error (their color is correct in the
other rooms of the Castle, the fix is already present in the official DOS
VGA release, and an analysis of the script showed how the error originally
appeared: it was using a palette override, which was necessary in the EGA
release, but had no reason to exist in the VGA release -- as was publicly
documented by ATMachine many years ago).
The EGA art that wasn't converted for the VGA release is probably another
matter. It causes no functional problem or confusion, it's just a lost
opportunity that happened back then. But how do we know what the VGA
artists would have done, which colors they would have chosen? Also, how do
we fix original art, without taking any copyright risk? (apart from some
very trivial fix, such as changing only a few pixels, exchanging a color
for another one, and so on, of course).
Another thing to take into consideration is that, in their current
implementation, the enhancements "pollute" the SCUMM engine code a bit
(that's why we label them ''workarounds'' in the source code). So, if we
need to add a dozen of inline "patches" in the engine code to fix all the
various EGA resources in the VGA release, it's going to get rather large.
So yeah, it's about trying to draw the line somewhere... I agree that the
official VGA releases of Indy3 all look rushed in some way, and that it
would be so nice to fix all their original "mistakes". But I'm not sure
ScummVM's goal is to fix each and every one of them, especially when you
take into consideration the copyright/implementation limits we currently
have.
Maybe another solution for some fixes that some players want would be to
add support for fan-made .IPS files or something like that (but then, that
code would need to be written, and I'm not sure we want to deal with
this)…
…or maybe Indy3 deserves a community-made "Ultimate Edition", as was done
for Monkey1/Monkey2 (which was very well done, both in terms of care,
contents and technical implementation). I know there were some people
interested in producing a fan-made patch like that. But look at how long
is the list of changes in the readme.txt file of the Ultimate Talkie
Edition. It's amazing, it's impressive work, it's a joy to be able to play
that release. But I'm not sure it would have been wise to implement of all
its fixes/improvements in our SCUMM engine code.
We're open to suggestions about small fixes, including visual ones. But
each "WORKAROUND" in our code has a cost, and I'm not sure a 2-pixel color
issue is worth it. It's like fixing original typos in the subtitles; we
currently do fix some of them (see
<https://github.com/scummvm/scummvm/blob/branch-2-9/engines/scumm/script_v5.cpp#L3367-L3516>),
but we're not going to fix any "it's/its" mistake in the original games.
--
Ticket URL: <https://bugs.scummvm.org/ticket/15502#comment:5>
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