Opened 23 years ago
Closed 22 years ago
#248 closed defect (duplicate)
(554619) sam and max problem
Reported by: | SF/gleng | Owned by: | SF/ender |
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Priority: | normal | Component: | Engine: SCUMM |
Version: | Keywords: | ||
Cc: | Game: | Sam and Max |
Description
here's the saved game before it hangs
Ticket imported from: #555277. Ticket imported from: bugs/248.
Attachments (1)
Change History (9)
by , 23 years ago
Attachment: | samnmax.s04 added |
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comment:1 by , 23 years ago
Component: | → Engine: SCUMM |
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Game: | → Sam and Max |
comment:2 by , 23 years ago
Follows on from bug report #554619, Bumpusville hangs when Bumpus sings his song.
I suspect this to be due to a problem with soundKludge, or something not setting VAR_SOUNDRESULT when it should. See script-99.
comment:3 by , 23 years ago
Owner: | set to |
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comment:4 by , 23 years ago
Okay, to be a little more specific, it seems to stick on the first chorus line 'Happy being king of the creatures':
[0870] (A9) waitForMessage() [0872] (82) animateActor(5,11) [0879] (CA) breakXTimes(11) [087D] (6C) break() [087E] (AC) soundKludge([1,0,64,256]) [088E] (5D) if (!(g_sound_thing >= 14)) goto 87d [0898] (43) g_sound_thing = 0
comment:5 by , 23 years ago
And more specifics, the problem appears to be iMUSE midi command 0. In our current source, we reference that as a get_param.
So here we are issuing a get_param(priority,1) for iMUSE player 64. This is obviously bogus, as the priority is always 128. It is more likely that command 0 should return the current beat, or somesuch.
comment:6 by , 23 years ago
i did what you say about copyin the data to harddisk and playing it without talkie and it went on fine
comment:7 by , 22 years ago
Resolution: | → duplicate |
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Status: | new → closed |
before it hangs