Opened 16 years ago
Closed 8 years ago
#4112 closed defect (fixed)
MANIAC V2: Power never returns
Reported by: | SF/vorph999 | Owned by: | sev- |
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Priority: | normal | Component: | Engine: SCUMM |
Version: | Keywords: | script | |
Cc: | Game: | Maniac Mansion |
Description
Hello
just tested Maniac Mansion V2 PC German DOS
ScummVM used: SVN 0.13pre 24.01.2009 on Win XP
Game is not completable. After Dr. Fred turns off the power, the power never returns (waited about 1/2 an hour).
savegame attached. (power is already turned off)
Ticket imported from: #2535191. Ticket imported from: bugs/4112.
Attachments (1)
Change History (10)
by , 16 years ago
Attachment: | maniac-v2-de.s07 added |
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comment:1 by , 16 years ago
I keep trying to remember WHERE Dr. Fred turns the power off. I've even read a walkthrough, and I couldn't find any place. Where/When does Dr. Fred turn the power off?
comment:2 by , 16 years ago
Hello,
this sometimes happens (in this particular case after about 1h and 15minutes). The event begins with a cutscene in which Dr. Fred tells Edna that he has some problems with the "Zombie-o-Mat" (at least that what it's called in the german version). After this (approx. 5 minutes later) the power is turned of for about 5-6 minutes, which turns off the light in most of the rooms (no meltdown). During this period neither the radio, microwave or the coin-ups are useable...
The event is mentioned here http://www.textfiles.com/adventure/maniac.txt but I don't know if this can be triggered in some way
Vorph
comment:3 by , 15 years ago
This bug is nice to get fixed before the release. Raising priority for keeping the track.
comment:4 by , 15 years ago
Priority: | normal → high |
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comment:5 by , 14 years ago
Summary: | MM: Power never returns → MANIAC V2: Power never returns |
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comment:6 by , 12 years ago
Priority: | high → normal |
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comment:7 by , 8 years ago
I think this can be closed,
If Dr. Fred hasn't turned the power off, its not possible to open the inner door to the lab as you can't get the pin from the Meteor Mess game (the attached savegame has the Inner Door open) - This is important because The Inner Door is one of two ways which the power on/off script can be stopped.
V0 Script Analysis:
script-137 (Cutscene: Dr. Fred / Nurse Edna #1) is the cutscene mentioned above, at its completion, it starts script-138 (Cutscene: Dr. Fred Play Meteor Mess Trigger)
script-138 delays for 4 minutes, then turns off the power, delaying again for 5 minutes before turning it back on, and starting script-96 (Cutscene: Dr Fred Play Meteor Mess)
while script-138 is sleeping, the following actions can stop it
- Turning off the Circuit breaker will stop script-138
- WALK-TO roomobj-4-130 (Lab Inner Door - basement side) while the door is open, will stop script-138
However:
if script-138 is running and has turned the power off, its not possible to Turn Off the power (the script will do nothing).
Its also not possible to open the inner door, if Dr. Fred hasn't played the Meteor Mess game (as you don't have the pin)
From the circuit breaker script:
[0044] (EF) if (!getState08(activeObject)) { // If Power On [0047] (62) stopScript(138); // stop Cutscene: Dr. Fred Play Meteor Mess Trigger [0049] (D7) setState08(); // Power Off [004A] (1C) startSound(12); // sound Light Switch [004C] (42) startScript(50); // start Room Lights: Check for flashlight / room light status [004E] (42) startScript(6); // start Game: Meltdown Timer [0050] (62) stopScript(138); // stop Cutscene: Dr. Fred Play Meteor Mess Trigger
comment:8 by , 8 years ago
Actually, I might of been a little hasty in that. I think it is possible.
script-96 (Cutscene: Dr Fred: Play Meteor Mess) sets the pin for the Lab (only if the power is on, and the wires are fixed). This script is called by multiple scripts
- script-138 (Cutscene: Dr. Fred Play Meteor Mess Trigger) After power turns back on
- script-140 (Cutscene: Weird Ed & Dr. Fred #1)
- script-43 (Purple Tentacle: Check for close actors) - after he locks you in the basement - IF the inner door is open
- roomobj-15-204.dmp (the wires, when fixed)
script-39 (open wall safe) triggers script-136
script-136 starts script-137 (Cutscene: Dr. Fred / Nurse Edna #1)
script-137 (Cutscene: Dr. Fred / Nurse Edna #1) it starts script-138
So, while still untested,
if you fix the wires early.. Dr. Fred plays the game
Then obtain the quarter from the wall safe above Nurse Edna's room, play Meteor Mess within 4 minutes of opening the safe, to get the pin.. then switch to a kid in the basement and open the door (if 4 minutes have passed, the power will now be out), so script-138 will be stopped, with the power out
savegame "Fin2"