#4302 closed defect (fixed)
IHNM: Fade glitch when Benny falls asleep
Reported by: | eriktorbjorn | Owned by: | eriktorbjorn |
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Priority: | normal | Component: | Engine: SAGA |
Version: | Keywords: | ||
Cc: | Game: | I Have No Mouth |
Description
Current SVN version English version of the game
In the scene where Benny goes to sleep, the game is supposed to fade the palette down a bit (probably to signify night time), and then back up. In ScummVM, it seems it doesn't fade it down far enough, and when it fades back up it starts from a much darker palette than the one it faded down to. This could indicate a bug in Gfx::palFade().
Ticket imported from: #2748110. Ticket imported from: bugs/4302.
Attachments (3)
Change History (7)
by , 16 years ago
comment:1 by , 16 years ago
Summary: | IHNM: Fade glitch → IHNM: Fade glitch when Benny falls asleep |
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comment:2 by , 16 years ago
I believe the problem is (at least) twofold:
1) I can't help feeling there's something off with the "Exponential fade" part of the code. When percent is 0.5, fpercent will be 0.25 when fading up and 0.75 when fading down. Is that right?
2) The sfScriptFade() function makes a copy of _currentPalette, presumably so that it can leave the real palette alone. But then palFade() modifies _currentPalette, so that when it's setting up the fade up, _currentPalette is the darkened palette.
I'm going to attach a patch that seems to fix the problem, but I don't want to commit it without input from someone a lot more familiar with the SAGA engine than I am.
comment:3 by , 16 years ago
Committed my patch after discussing it with [md5]. It may not be exactly like the original, but at least it looks a lot closer to it now.
comment:4 by , 16 years ago
Owner: | set to |
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Resolution: | → fixed |
Status: | new → closed |
Savegame before going to sleep