Opened 4 years ago
Closed 3 years ago
#12249 closed defect (fixed)
SCUMM: Script bug in kitchen in German CD-version
Reported by: | GermanTribun | Owned by: | BenCastricum |
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Priority: | normal | Component: | Engine: SCUMM |
Version: | Keywords: | ||
Cc: | Game: | Sam and Max |
Description
ScummVM: 2.2.0
Game: Sam & Max German CD-version
This actually is a script bug already present in the original interpreter and taken over into ScummVM.
In the scene were Bumpus corners Sam and Max in the kitchen, after Bumpus and Lee Harvey retreat into the freezer with the costume, any action should cause Bumpus to walk to the door and threaten Sam with his taser. However, due to some kind of script bug in the German version (at least the CD one) Bumpus just stands there when threatening Sam, not drawing his taser like he should do. Yet, the sound of the taser is still heard.
The broken behavior can be seen in this video at around 4:27:
https://www.youtube.com/watch?v=5y3wZEVBAW8&list=PL85A3E21E9BEA582F&index=16
The intended behavior can be seen in this video at 1:11:33:
https://www.youtube.com/watch?v=LvjqHbF9zR0&t=4301s
Can the script be fixed to work like in does the English version?
Attachments (2)
Change History (8)
comment:1 by , 3 years ago
by , 3 years ago
Attachment: | samnmax.s13 added |
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by , 3 years ago
Attachment: | samnmax.s14 added |
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comment:2 by , 3 years ago
Well, I do have two ScummVM-Saves right before Bumpus enters the kitchen and when he's standing in the cooler from the German CD-version. Sadly, I don't have the English version at hand. (I never knew about this bug until I saw the behavior of the original in a video).
comment:3 by , 3 years ago
This piece of code is located in room 56, script 200.
[00BC] (BA) talkActor(sound(0xC6B99B8, 0xA) + "Hey!",10) [00D5] (82) animateActor(2,255) [00DC] (7E) walkActorTo(5,77,140) [00E6] (A9) wait.waitForMessage() [00E8] (A9) wait.waitForActor(-7,5) [00EF] (9D) actorOps.setCurActor(5) [00F4] (9D) actorOps.setAlwayZClip(1) [00F9] (BA) talkActor(sound(0xC6BD646, 0xA) + "Ich, an Deiner Stelle, w\x81rde mich jetzt NICHT bewegen.",5) [0144] (B6) printDebug.begin() [0146] (B6) printDebug.msg(sound(0x2F95ED, 0xA) + " ") [015A] (7E) walkActorTo(2,localvar0,localvar1) [0164] (A9) wait.waitForActor(-7,2) [016B] (82) animateActor(2,248) [0172] (A9) wait.waitForMessage() [0174] (7E) walkActorTo(5,20,130) [017E] (BA) talkActor(sound(0xC6CEBD4, 0xA) + "Genau.",10)
The english version:
+[00BD] (BA) talkActor(sound(0x418BB74, 0xA) + "Hey!",10) +[00D6] (82) animateActor(2,255) +[00DD] (7E) walkActorTo(5,77,140) +[00E7] (A9) wait.waitForMessage() +[00E9] (A9) wait.waitForActor(-7,5) +[00F0] (9D) actorOps.setCurActor(5) +[00F5] (9D) actorOps.setAlwayZClip(1) +[00FA] (BA) talkActor(sound(0x418E39F, 0xA) + "I wouldn't move if I were you." + startAnim(14),5) +[0131] (B6) printDebug.begin() +[0133] (B6) printDebug.msg(sound(0x9EE7F8A, 0xA) + " ") +[0147] (7E) walkActorTo(2,localvar0,localvar1) +[0151] (A9) wait.waitForActor(-7,2) +[0158] (82) animateActor(2,248) +[015F] (A9) wait.waitForMessage() +[0161] (7E) walkActorTo(5,20,130) +[016B] (BA) talkActor(sound(0x419788A, 0xA) + "Yeah.",10)
So the startAnim(14) is missing in the German version.
comment:6 by , 3 years ago
Owner: | set to |
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Resolution: | → fixed |
Status: | new → closed |
I can try, I have both version so I should be able to compare the scripts and perhaps find a way to fix it. Do you happen to have save games for preferable both versions right before the bug?