#2215 closed defect (fixed)
FOA: skips single line of dialogue
Reported by: | SF/dogmatixman | Owned by: | fingolfin |
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Priority: | low | Component: | Engine: SCUMM |
Version: | Keywords: | ||
Cc: | Game: | Indiana Jones 4 |
Description
Very minor bug in the English Talkie version of Indiana Jones and the Fate of Atlantis. A line of audio dialogue is skipped, but the subtitles for the line appear for a very short period of time.
The skipped line ("There are two orichalcum beads in these bones!") occurs when Indiana looks at some bones in Crete for the first time, on the Wits path. I have not checked if this also occurs in the original interpreter.
ScummVM version: Originally found when playing in ScummVM 0.7.1 (Mar 27 2005 10:51:21) -- official release, with the same problem occuring when tested in ScummVM 0.8.0CVS (Sep 29 2005 19:57:54) -- win32 nightly release.
0.7.1 savegame is attached (at a point just before the problem occurs).
I expect only perfectionists will care about this one :)
Ticket imported from: #1308033. Ticket imported from: bugs/2215.
Attachments (2)
Change History (11)
by , 19 years ago
Attachment: | atlantis.s05 added |
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comment:1 by , 19 years ago
My guess would be a bug in the original game, though I haven't verified that. I think it starts to speak the "There are two ..." line, but doesn't wait for it to finish before speaking the next line.
I wonder what'd happen if you examine the skeleton before putting the first bead in the box...
by , 19 years ago
Attachment: | atlantis.s04 added |
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Before placing beads in the box ("Look at some bones" to trigger the line)
comment:2 by , 19 years ago
I had a savegame that allowed me to check this very easily, and your suspicion was right: when you haven't placed any beads in the box yet, it plays the line properly.
Savegame attached. Same deal to trigger the line ("Look at some bones").
comment:4 by , 19 years ago
I wonder if there is a bootparam close by, then testing it with some help by dosbox should be easy...
comment:5 by , 19 years ago
Priority: | normal → low |
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comment:6 by , 19 years ago
Assuming the bug is present in the original, and hence a script bug, we might be able to add a workaround, by checking for the correct spot in the script and inserting a "wait for message". Doing that for the english version only would be relatively easy, because we could just check for the text.
But I wonder whether this also occurs in localized versions of the game, and if yes, whether we can do something about it.
I have the german version of FOA but I am too lazy to play until that spot, so knowing a close-by bootparam gets more and more attractive *g*.
comment:7 by , 19 years ago
Status: | new → closed |
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comment:8 by , 19 years ago
It turns out that the problem can be reproduce by simply "beaming" straight to room 160.
So I added a fix to CVS which works fine for me in both english & german FOA.
comment:9 by , 19 years ago
Owner: | set to |
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Resolution: | → fixed |
savegame ("Look at some bones" to trigger the bug)