Opened 19 years ago
Closed 14 years ago
#2266 closed defect (fixed)
MANIACNES: Screen width incorrect, camera halts sometimes
Reported by: | SF/dfabulich | Owned by: | sev- |
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Priority: | normal | Component: | Engine: SCUMM |
Version: | Keywords: | ||
Cc: | Game: | Maniac Mansion |
Description
In the attached save, USE the radio and dial 3412 (the number for the Meteor Police). You'll see the Earth from space, and then pan right to a Meteor Police car. Then the game will just hang there forever until you press F5 or ESC.
(Yesterday, I posted on the forums saying that this made the come non-completable; today when I realized you could at least press ESC to get on with the game. It sure had ME stuck!)
I'm testing on Windows 2000, using Maniac NES (English US), ScummVM 0.8.0CVS (Oct 15 2005 21:10:23), Features compiled in: Vorbis FLAC MP3 zLib MPEG2
Ticket imported from: #1328120. Ticket imported from: bugs/2266.
Attachments (2)
Change History (14)
by , 19 years ago
Attachment: | maniaca.s11 added |
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comment:2 by , 19 years ago
Several scenes in the game start the camera at the far left side of the room and then attempt to pan all the way to the right before proceeding. Since the NES engine treats the screen width as 224 (ignoring the left and right 16 pixels) while ScummVM treats it as 256, the camera is unable to pan far enough and the scene hangs (until aborted with ESC).
The most obvious occurrence is the "Maniac Mansion" logo scroll during the intro, though this also happens when calling the Meteor Police.
comment:3 by , 19 years ago
Summary: | MANIACNES: Hang when Bernard cals Meteor Police → MANIACNES: Screen width incorrect, camera halts sometimes |
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comment:4 by , 19 years ago
Owner: | set to |
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comment:5 by , 18 years ago
More comments from quietust
the "proper" way to fix the scrolling issue in MM NES would be to define 2 extra "panes" on the window 16 pixels wide on each side.
though handling sprites in those areas would be tricky
the NES engine treats the screen as only 224 pixels wide the easiest way to fix that is to actually MAKE the screen 224 pixels wide and then pad it to 256 within the graphics code
an extra 2 virtual screens would probably be simplest the NES version doesn't even allow you to move the cursor into them so you wouldn't have to respond to clicks in them
comment:6 by , 18 years ago
Summary: | MANIACNES: Screen width incorrect, camera halts sometimes → : Screen width incorrect, camera halts sometimes |
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comment:7 by , 18 years ago
I am not sure whether adding 2 extra "panes" on the window side would be a good idea. At least I don't see how it would allow to emulate the original game correctly (aside from the fact it would be quite difficult to implement).
Today I experimented with some changes, but there still is something I can't quite grasp, making it hard for me to come up with a proper solution.
In particular, I am not sure how to reconcile the following observations (made with the help of a NES emulator): * In the intro (meteor crashing down etc.), there are no bordes left or right. The room is 480 pixel wide, and is scrolled to its full extent * In the first actual game playing room (the one with the big moon etc.), the room is only 224 pixels. The missing 32 pixels are added as black borders left and right * In the second room (in front of the mansion), things are different yet again -- it is 480 pixels wide (like the intro screen), but here a 16 pixel black border is added to the left, while a 8 pixel wide black border is added on the right
Now, it wouldn't be hard to add a 16pixel border on the left, and a 8 (or 16, if needed) wide border to the right on the fly. But that doesn't explain why the intro screen looked different. Anybody got some idea? Maybe the engine itself handled it differently?
comment:8 by , 18 years ago
Summary: | : Screen width incorrect, camera halts sometimes → MANIACNES: Screen width incorrect, camera halts sometimes |
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comment:9 by , 17 years ago
In original all this depended on room width. Narrower rooms had those borders added. But here is the trick, when a wide room is drawn, 0 starts at third column, and game used this feature of wider display, i.e. in kitchen you could see Edna before she notices you and escape.
What is in SVN now is a dirty attempt to reach that functionality. If you would come with a cleaner solution, that would be fantastic.
comment:10 by , 17 years ago
I still don't understand how this explains the difference I observed on the intro room... ?
comment:11 by , 14 years ago
Resolution: | → fixed |
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Status: | new → closed |
comment:12 by , 14 years ago
Fixed in SVN. Though I do not see screen paning in this particular case (a regression?), now intro works well and also on the kitchen it is possible to see Edna without her noticing you first.
Save right before Bernard calls police