Opened 21 years ago

Closed 21 years ago

Last modified 18 years ago

#1048 closed defect (fixed)

SIMON1WIN: Incorrect dialogue for action

Reported by: SF/kreeblah Owned by: Kirben
Priority: normal Component: Engine: AGOS
Version: Keywords:
Cc: Game: Simon the Sorcerer 1

Description

Occasionally, when looking at the statue near the seedy salesman on the rug in the beginning of the game, instead of commenting on being surprised at the statue not being defaced, Simon will say the line inquiring as to whether the salesman has any magical items for sale.
I'm running the latest daily Windows build, with the simon1win (Simon 1 Talkie for Windows) target. I've included a save game. Just look at the statue.

Ticket imported from: #774440. Ticket imported from: bugs/1048.

Attachments (1)

simon1.001 (3.0 KB ) - added by SF/kreeblah 21 years ago.
Save file for simon1win

Download all attachments as: .zip

Change History (14)

by SF/kreeblah, 21 years ago

Attachment: simon1.001 added

Save file for simon1win

comment:1 by SF/kreeblah, 21 years ago

Summary: Incorrect dialogue for actionIncorrect dialogue for action (simon1win)

comment:2 by SF/kreeblah, 21 years ago

Odd. After loading the same save, this happened a bit differently. I looked at the statue and received the proper dialogue response, but then talked to the salesman. I asked whether he had anything else for sale, told him I might have something he'd be interested in, attempted to give him Calypso's note, left the conversation, and then looked at the statue again. This time, Simon repeated the dialogue about maybe having something the salesman would be interested in.

comment:3 by Kirben, 21 years ago

Keywords: script removed

comment:4 by Kirben, 21 years ago

Component: Engine: AGOS
Game: Simon the Sorcerer 1
Summary: Incorrect dialogue for action (simon1win)SIMON1WIN: Incorrect dialogue for action

comment:5 by Kirben, 21 years ago

Component: Engine: AGOS
Game: Simon the Sorcerer 1

comment:6 by Kirben, 21 years ago

This a a bug in the original game. A few notes for future reference: _array_4 sets the speech ids for responses when talking to people and for room descriptions but _array_4 isn't reset to the room descriptions after a conversation ends.

comment:7 by Kirben, 21 years ago

Closing since bug occured in original game and a work around doesn't seem possible, since there doesn't seem to be a way to tell when a conversation ends.

comment:8 by Kirben, 21 years ago

Owner: set to Kirben
Resolution: invalid
Status: newclosed

comment:9 by Kirben, 21 years ago

Resolution: invalidfixed

comment:10 by Kirben, 21 years ago

I just added work around for this bug to ScummVM cvs.

comment:11 by Kirben, 21 years ago

Unfortunately just had to revert that work around, still can't detect exactly when conversation responses are used. The engine uses same function for conversation responses, in load/save dialog and in copy protection screen.

comment:12 by fingolfin, 19 years ago

Component: Engine: AGOSEngine: AGI
Game: Simon the Sorcerer 1Leisure Suit Larry 1

comment:13 by Kirben, 18 years ago

Component: Engine: AGIEngine: AGOS
Game: Leisure Suit Larry 1Simon the Sorcerer 1
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