[Scummvm-tracker] [ScummVM :: Bugs] #16821: MADS: Nebular: Interrupting main menu animation results in half-drawn menu
ScummVM :: Bugs
trac at scummvm.org
Tue May 19 10:24:48 UTC 2026
#16821: MADS: Nebular: Interrupting main menu animation results in half-drawn menu
-------------------------+---------------------------
Reporter: eriktorbjorn | Owner: (none)
Type: defect | Status: new
Priority: normal | Component: Engine: MADS
Version: | Resolution:
Keywords: | Game: Rex Nebular
-------------------------+---------------------------
Comment (by eriktorbjorn):
Comments in menu_nebular.cpp seem to confirm the intended behavior:
{{{
// If the user has chosen to skip the animation, show the full
menu immediately
if (_skipFlag && _menuItemIndex >= 0) {
// Quickly loop through all the menu items to display
each's final frame
for (; _menuItemIndex < 6; ++_menuItemIndex) {
if (_menuItemIndex == 4 && !shouldShowQuotes())
continue;
// Draw the final frame of the menuitem
_frameIndex = 0;
addSpriteSlot();
}
_vm->_events->showCursor();
showBonusItems();
} else {
}}}
I'm not sure exactly why it's not working, but the contents of the sprite
slots end up being different when you skip compared to when you don't.
Perhaps some clean-up step that gets skipped when you try to do it all at
once?
(Calling `addSpriteSlot()` ''twice'' in the skip loop "fixes" it, but of
course that ''can't'' be the right thing to do because that causes the
contents of the sprite list to diverge even further.)
--
Ticket URL: <https://bugs.scummvm.org/ticket/16821#comment:1>
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