Opened 11 years ago
Closed 7 years ago
#6378 closed defect (fixed)
TUCKER: Missing Water Effect in Part 2 Submarine Scene
Reported by: | (none) | Owned by: | sev- |
---|---|---|---|
Priority: | normal | Component: | Engine: Tucker |
Version: | Keywords: | ||
Cc: | Game: | Bud Tucker |
Description
In part two of the game, where the big submarine is, in Dosbox you will see that the water has a glow or shiny effect. In ScummVM there isn't any effect, so the water is completely static.
Savegames attached from Dosbox and ScummVM
Ticket imported from: #3614696. Ticket imported from: bugs/6378.
Attachments (2)
Change History (7)
by , 11 years ago
Attachment: | Dosbox_savegame_good_water_glow.zip added |
---|
by , 11 years ago
Attachment: | ScummVM_savegame_water_glow_bug.zip added |
---|
ScummVM savegame without any shiny water effect at all (static water)
comment:1 by , 11 years ago
Confirmed by comparing DOSBox and ScummVM with attached savegames.
There is some kind of palette rotation or similar effect giving the water effect.
In the ScummVM Tucker engine, this occurs for a fraction of a second after loading then stops. I suspect that a script which should loop forever in this scene is ending instead... This may be due to a mistake in the interpretation of one of the opcodes..
comment:2 by , 11 years ago
Summary: | TUCKER: There isn't any water glow effect → TUCKER: Missing Water Effect in Part 2 Submarine Scene |
---|
comment:4 by , 7 years ago
Actually, the code is there and if you look closely you can see the palette actually shifting. The changes are subtle because the palette seems to be "wrong", but shifting it two bits to brighten things up seems to fix everything.
Dosbox savegame with the shiny water effect