Opened 2 years ago
Closed 4 months ago
#13862 closed defect (invalid)
SCUMM/HE: Blue's Treasure Hunt - Breakout Minigame does not load levels correctly
Reported by: | Thunderforge | Owned by: | AndywinXp |
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Priority: | normal | Component: | Engine: SCUMM |
Version: | Keywords: | ||
Cc: | Game: | Blue's Treasure Hunt |
Description (last modified by )
This ticket was split off from #12505, posted by @cheatfreak47
I went ahead and went over my own copy of Blue's Clues: Blue's Treasure Hunt with a fine-toothed comb in the latest daily build ScummVM (at the time: windows-x86-64-master-cb14f43e), copying the files as instructed by the Wiki page and hunted for problems and came up with only a few.
Attached I will post some more or less completed savegames to try and assist with dev, but I don't know how useful they will be.
Worth noting that the actual game does work on modern Windows 10 with no issues, and can be windowed for comparison to scummVM.
On Disc 2, there is a minigame you can play either by completing the game, or by pressing the A key while on the chapter select screen and choosing it on the bottom right from the Activity Select. (I believe it is room 54 if you use the debugger to warp)
Simply put, this doesn't work as intended. It only shows 4 levels and they're all a garbled mess. The intention is for there to be about 100 levels. I believe these are contained by files in /data/levels/, probably in the .BRE files or .WIZ files, but I am not sure how this all works exactly.
https://i.imgur.com/dNQs7r2.png
https://youtu.be/xXSNHZX0DDY?t=3132
This video here could be used as reference for what the Breakout Minigame's intended behavior is like.
Attachments (2)
Change History (6)
by , 2 years ago
Attachment: | Saved games.7z added |
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by , 2 years ago
Attachment: | dNQs7r2.png added |
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comment:1 by , 2 years ago
Description: | modified (diff) |
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comment:4 by , 4 months ago
Owner: | set to |
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Resolution: | → invalid |
Status: | new → closed |
Oh... THAT's why it wasn't working:
[0013] (5D) if (VAR_DEBUG_ENABLED) { <---- HERE! [0019] (43) localvar1 = readINI.string("SCUPath") [002A] (A4) localarray2["blues2.he9"] = "blues2.he9" [003D] (A4) roomarray24["%s%s"] = "%s%s" [0052] (BC) dimArray.nukeArray(localvar1) [0056] (BC) dimArray.nukeArray(localvar2) [005A] (5D) } else if (VAR_PLATFORM == 2) { [0066] (A4) roomarray24["%s%s (9)"] = "%s%s (9)" [007F] (73) } else { [0082] (A4) roomarray24["%s%s.he9"] = "%s%s.he9" [009B] (**) }
Remember kids, never debug your SCUMM games on debug mode, because they do silly stuff :P
Closing, on release mode this works exactly as it should...
Okay, I kind of figured it out: the scripts are trying to open
blues2.he9
to load the breakout levels. The issue is... the .he9 file in the CD is calledBlue'sTreasureHunt-Disc2.he9
instead. So the scripts, in our case, acknowledge that this file does not exist, and open a bunch of debug levels instead, which are the ones you are seeing.The missing element of the puzzle is how to actually make this work in the same way they did... I'm guessing it has something to do with the way the game is installed from the original CD, since it copies some file over to the hard drive. But I'll figure out the rest tomorrow...