[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>
ScummVM :: Bugs <https://bugs.scummvm.org>
ScummVM


More information about the Scummvm-tracker mailing list