#10872 closed defect (fixed)
AGI: SQ1 - version 1.0x - game hangs just before Skimmer (Kerona desert) arcade starts
Reported by: | mikesk8 | Owned by: | sluicebox |
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Priority: | high | Component: | Engine: AGI |
Version: | Keywords: | Skimmer hangs 1.0x | |
Cc: | Game: | Space Quest 1 |
Description
The game hangs:
- not possible to type commands
- Esc button triggering Pause does not work
- F1 (Help) does not work
- cursors not working
- mouse not working
just before Skimmer (Kerona desert) arcade starts. After pressing Enter (or any key including Esc) on dialog "The settlement alien spokesman of appears on the horizon" (see screen 1) the skimmer disappears and game hangs (see screen 2).
Once hanging and you quit ScummVM you can briefly see the skimmer appearing on the screen before the game/ScummVM close.
Scummvm version 2.0.0 Mac (stable version)
Attachments (3)
Change History (20)
by , 6 years ago
Attachment: | SQ1-screen1.png added |
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by , 6 years ago
Attachment: | SQ1-screen2.png added |
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comment:1 by , 6 years ago
I have tested the same in Boxer (Mac based Dosbox interface) and it does not hang there. It seems it is linked to ScummVM then.
comment:3 by , 6 years ago
I just tried my Apple IIgs copy.
That one works fine, at least when using my previous play through saved games.
comment:5 by , 6 years ago
As far a I know, there are 4 versions of DOS AGI SQ1: 1.0x, 1.1a, 2.2 (two interpreter versions). All of them have different interpreter version. I do not know much about Apple one apart of orange sky :)
comment:6 by , 4 years ago
Summary: | SQ1 - AGI - version 1.0x - game hangs just before Skimmer (Kerona desert) arcade starts → AGI: SQ1 - version 1.0x - game hangs just before Skimmer (Kerona desert) arcade starts |
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by , 3 years ago
comment:8 by , 3 years ago
Here is the save file. Please type "turn key" and it will go to the scene where it hangs. Basically, you should be able to navigate to the city.
comment:11 by , 3 years ago
Hmm, this is going to be a problem because I don't own that version.
If the game hangs and nothing else works, it's highly likely that it's some delay loop, which is not detected.
Back then years ago I made it so that loops waiting for a time change (tick change) get detected and will update the time and wait properly. But maybe in yours there is code that does the same but slightly different and that's why it isn't detected.
The problem is that these loops would cause huge CPU load otherwise (it's like "checking time, if time hasn't changed, jump back and recheck time etc.", which is also bad, that's why tick/time count isn't updated all the time as well. Games are in fact not even supposed to do this, sometimes games do it anyway as some kind of hack.
Maybe someone else in the team owns that version. Maybe @sev ?
comment:12 by , 3 years ago
I can help you with getting this version; I guess you just need a file or two. Please let me know.
comment:13 by , 2 years ago
Hello Team, Please let me know if you need my help to fix it? Thanks, Michal
follow-up: 15 comment:14 by , 12 months ago
Priority: | normal → high |
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Would be good to look at this for the upcoming 2.8.0 release.
comment:15 by , 12 months ago
Replying to somaen:
Would be good to look at this for the upcoming 2.8.0 release.
If I can help, please let me know ;-)
comment:16 by , 11 months ago
Owner: | set to |
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Resolution: | → fixed |
Status: | new → closed |
Fixed in: https://github.com/scummvm/scummvm/commit/ad9537227b1c03262e7973c7fda7a5a16badac81
mikesk8, your heroic patience after five years tugged at my heart strings. I didn't know AGI internals until this! If there's anything that's worth the wait, it's that skimmer mini game. ;)
Thanks for reporting this!
Screen1