Opened 12 years ago
Closed 12 years ago
#6101 closed defect (fixed)
DW: PSX-Demo quits ScummVM on idle-animation
Reported by: | raziel- | Owned by: | dreammaster |
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Priority: | normal | Component: | Engine: Tinsel |
Version: | Keywords: | script | |
Cc: | Game: | Discworld |
Description
ScummVM 1.5.0pre (Jul 9 2012 08:17:50) Features compiled in: Vorbis FLAC MP3 RGB zLib Theora AAC FreeType2
In the demo let Rincewind stand around doing nothing.
When the idle-animation should start, ScummVM will quit silently, nothing on the console
Discworld (CD Demo/Sony PlayStation/English)
AmigaOS4 - PPC - SDL - BE gcc (GCC) 4.2.4 (adtools build 20090118)
Ticket imported from: #3543624. Ticket imported from: bugs/6101.
Change History (3)
comment:1 by , 12 years ago
Keywords: | script added |
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Owner: | set to |
comment:2 by , 12 years ago
comment:3 by , 12 years ago
Resolution: | → fixed |
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Status: | new → closed |
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That is odd indeed.
This only happens in the PSX demo. The full PSX game works normally, same as the PC full version and PC demo. The game scripts are supposed to switch to the Rincewind closeup scene (i.e. CLOSEUP.SCN), but they quit the game instead, i.e. the QUITGAME opcode is called. So this is supposedly "normal" behavior.
I'm inclined to close this one as invalid, but I wonder if there's any way to hack in the proper behavior in the game scripts. Assigning this to dreammaster, in case he has more insight on it, as he wrote previous game script patches.