[Scummvm-tracker] [ScummVM :: Bugs] #15341: GOB: Goblins 2 - Missing footsteps sound effect in Floppy version

ScummVM :: Bugs trac at scummvm.org
Thu Dec 25 21:07:01 UTC 2025


#15341: GOB: Goblins 2 - Missing footsteps sound effect in Floppy version
-----------------------+--------------------------
Reporter:  DisizDream  |       Owner:  bluegr
    Type:  defect      |      Status:  new
Priority:  normal      |   Component:  Engine: Gob
 Version:              |  Resolution:
Keywords:              |        Game:  Gobliins 2
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Comment (by sdelamarre):

 We often use that kind of hack of injecting a particular behavior when
 reaching a specific script offset, but generally as a workaround to bugs
 in the original engine, or to implement some improvements e.g. skipping
 copy protection screens.

 Here it is different, since the footsteps are played in the original. So
 we would first try to understand why ScummVM is behaving differently here.

 You mention that a opcode "o1_speakerOn" is not called in the floppy
 version. Maybe it is actually behind a "o1_if", whose condition is not
 fulfilled in ScummVM for some reason... This could be verified in a
 decompilation of this GOB1.TOT script. You can use our "extact_gob_stk"
 tool (to extract the TOT file out of a .STK archive) and "degob" tool (to
 decompile the TOT file into a human readable text file) from the scummvm-
 tools project :
 https://wiki.scummvm.org/index.php?title=ScummVM_Tools#degob

 Otherwise, to be merged to ScummVM those changes would need to comply our
 coding conventions
 (https://wiki.scummvm.org/index.php/Coding_Conventions), in particular no
 STL and stick to C++11 (so for example std::optional cannot be used).
-- 
Ticket URL: <https://bugs.scummvm.org/ticket/15341#comment:20>
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