#3279 closed defect (fixed)
GR: Intro "jumpy" in parts (Amiga version)
Reported by: | (none) | Owned by: | sev- |
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Priority: | normal | Component: | Engine: AGI |
Version: | Keywords: | script | |
Cc: | Game: | Goldrush |
Description
ScummVM 0.11.0svn (Jul 1 2007 08:51:56) Features compiled in: Vorbis FLAC MP3 zLib MPEG2
The Intro has two parts were video and audio is skipped partly (just a few seconds). The scene were Jerrod's portrait is centered and the four main parts of the game ought to "raise" from behind to slowly scroll out and fill the screen "jump" out skipping part of the background music. This also happens some seconds later when the GoldRush logo shows up and again seconds later when Jarrod enters the first frame to make fire.
English Amiga Floppy
AmigaOS4 gcc version 4.0.2 (AmigaOS build 20051012)
Ticket imported from: #1745954. Ticket imported from: bugs/3279.
Change History (11)
comment:1 by , 17 years ago
Game: | AGI Fanmade → Goldrush |
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comment:2 by , 17 years ago
Summary: | AGI: GoldRush (Amiga) - Intro "jumpy" in parts → GR: Intro "jumpy" in parts (Amiga version) |
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comment:3 by , 17 years ago
Owner: | set to |
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comment:4 by , 17 years ago
comment:5 by , 17 years ago
Using the PC-version's data files here:
The intro's logic files are executed in this order: 73 (The SIERRA-logo etc), 191 (The portrait of Jarrod & the text) 196 (The appearance of the four part screen), 199 (Until the Gold Rush logo), 200 (After the Gold Rush logo has appeared).
The animation in the intro where the four part image with the protagonist's head in the middle appears is done by showing pictures 196-199 and it's done in the logic resource 196.
Looking at logic file 196 the animation is done by (room_no = 196 here):
<code> v220 = 197; v221 = 198; v222 = 199; draw.pic(room_no); show.pic(); draw.pic(v220); show.pic(); draw.pic(v221); show.pic(); draw.pic(v222); </code>
I've taken out some add.to.pic-commands, load.pic-commands etc from around the pasted commands here but that's the basic animation part right there. There's no waiting anywhere to be seen... don't know if show.pic or draw.pic should incur some waiting by themselves...
comment:6 by , 17 years ago
I'm not currently working on this so I put this back to the pool.
P.S. I'm not that sure how to approach this bug either, possibly by disassembling the pertinent parts of the Amiga version but that might be quite a bit of work.
comment:7 by , 17 years ago
Owner: | removed |
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comment:8 by , 16 years ago
Owner: | set to |
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comment:9 by , 16 years ago
Well, as i said some time back on IRC it is most surely done using the delay the floppy disc access brings while loading the next frames/pictures (on the classic amiga). Both cases i mentioned have a floppy disc access right before loading the pictures (zoom effect)
So, maybe adding a delay to the script between (if possible) should do the trick?
Thanks for taking a look
comment:10 by , 15 years ago
Yes, delays on picture loading, as well as proper set of screen updates fixed the bug for me.
In many places AGI game designers cleverly relied on the fact that both machines and floppies were slow at the time.
comment:11 by , 15 years ago
Resolution: | → fixed |
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Status: | new → closed |
Either ScummVM is playing the music too slowly and/or showing the animations too fast as it never gets to quite finish the song before entering the first screen of the game (i.e. the bridge in Brooklyn Heights).
I tried running the Amiga version of Gold Rush under WinUAE and yep, there's some animation that is shown there but skipped practically totally in ScummVM. Same goes for the PC version under DOSBox 0.70. Amiga version had a different kind of an effect for changing pictures though, it changed them by changing small random parts of the picture at a time until the picture had changed entirely from picture A to picture B.
I'll probably take a look at the PC version's logic files to see how the animation thing is done and see if I can figure out what's making it to be skipped in ScummVM.