[Scummvm-tracker] [ScummVM :: Bugs] #16452: GOB: WEEN - Long delay at the end of the intro
ScummVM :: Bugs
trac at scummvm.org
Tue Jan 20 11:25:06 UTC 2026
#16452: GOB: WEEN - Long delay at the end of the intro
------------------------+--------------------------
Reporter: joshas | Owner: (none)
Type: defect | Status: new
Priority: low | Component: Engine: Gob
Version: | Resolution:
Keywords: interpreter | Game: Ween
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Comment (by sdelamarre):
> Very likely, that this workaround works correctly only on few versions
of the game, but not all of them. Not sure why this discrepancy in game
scripts happen, maybe due to patched out copy protection?
Yes, we often use this kind of "patching" directly in the engine in order
to workaround scripts bugs, but they have the drawback of being brittle
with regards to small script changes across versions, which can shift all
the offsets.
> Would it be possible to figure out better solution for timing issue,
that would not be linked to specific line of code, and very likely it
might benefit to increasing accuracy of this game engine (gob) for other
games too?
> I understand, that there might be no single correct timing for
"busywait" repeat function, as total time differs depending on CPU speed.
But maybe we could take a recommended, era appropriate CPU as reference,
and use it to calculate optimal timeout?
I do not see an easy/safe way to do this. This "o1_keyFunc" opcode is
ubiquitous in the Gob engine, changing its behaviour could introduce bugs
in other games (or in other parts of Ween itself). It seems more
reasonable to stick to the current workaround, and just add the offsets
variants you are aware of, like:
{{{
(_vm->_game->_script->pos() == 727 || _vm->_game->_script->pos() == 729 ||
_vm->_game->_script->pos() == 775)
}}}
.
Are you able to test whether such a change indeed fixes the waiting
problem in your versions as expected?
--
Ticket URL: <https://bugs.scummvm.org/ticket/16452#comment:2>
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