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
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)

samnmax.s04 (65.3 KB ) - added by SF/gleng 23 years ago.
before it hangs

Download all attachments as: .zip

Change History (9)

by SF/gleng, 23 years ago

Attachment: samnmax.s04 added

before it hangs

comment:1 by SF/gleng, 23 years ago

Component: Engine: SCUMM
Game: Sam and Max

comment:2 by SF/ender, 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 SF/ender, 23 years ago

Owner: set to SF/ender

comment:4 by SF/ender, 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 SF/ender, 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 SF/gleng, 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 SF/ender, 22 years ago

Resolution: duplicate
Status: newclosed

comment:8 by SF/ender, 22 years ago

Merged this into bug 556493.

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