Opened 22 years ago
Closed 22 years ago
#369 closed defect (wontfix)
Sam & Max: "film noir mode"-related bug
Reported by: | eriktorbjorn | Owned by: | SF/ender |
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Priority: | normal | Component: | Engine: SCUMM |
Version: | Keywords: | ||
Cc: | Game: | Sam and Max |
Description
There is a bug that's triggered by the Sam & Max "film noir" mode. Here's how. In the very first room...
1. Press "B" to activate "film noir" mode. (At the time of writing, you won't notice any difference between this and normal mode. See patch #586659.)
2. Turn off the light. The room is now dark.
3. Press "B" to de-activate "film noir" mode. The room is no longer dark.
Leaving and re-entering the room will once again show a dark room.
The problem, I think, is that the film noir mode is deactivated by invoking o6_roomOps 213, which simply calls setPalette(pop()). Apparently the palette has to be re-darkened in this particular case, but what about other cases? Where is o6_roomOps 213 used anyway? Are there other palette manipulations that need to be re-applied as well?
I've tested this with a recent (July 25) CVS snapshot. Could someone please check how the original interpreter behaves in this case? I haven't been able to get it to run under DOSEMU, so I can't check it myself.
Ticket imported from: #587074. Ticket imported from: bugs/369.
Change History (3)
comment:1 by , 22 years ago
comment:2 by , 22 years ago
Owner: | set to |
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Resolution: | → wontfix |
Status: | new → closed |
comment:3 by , 22 years ago
Well, considering we are BETTER than the original interpreter, I don't think
this is really a bug on our part :)
Besides, noir mode is kinda cool, but nobodys really going to play the whole game with it on :) Closing.
I just tried this under Windows, and it looks like the original interpreter has similar problems, and worse.
For instance, if I turn on film noir mode in the first room, the background is converted to grayscale, while Sam and Max themselves are in colour. (I had the same problem with my first attempt to add film noir mode, where I only called desaturatePalette() from o6_miscOps_114(), and not from updatePalette().)
So it looks like ScummVM may actually be able to handle this silly feature better than the original. Neat. ;-)