#74 closed defect
Indy4: Orchalcum Necklace state bug
Reported by: | SF/ccrtnsp | Owned by: | SF/ender |
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Priority: | normal | Component: | Engine: SCUMM |
Version: | Keywords: | ||
Cc: | Game: | Indiana Jones 4 |
Description
There seems to be a bug in ScummVM that prevents completing Indiana Jones 4: Fate of the Atlantis with 100% score in "team mode".
The bug occurs in "lava pit room", where Sophia becomes possessed by Nur-ab-sal. The puzzle requires that you put one bead of Orichalcum into the necklace and then take it into the box. ScummVM however, restores the state of the game, before the "look at the necklace"-screen (from "atlantis.c99") just after the bead has been put into the necklace.
Sorry if this sounds complicated, or you don't understand what it means. TO TEST: Load the attached savegame and "look at Sophia", then "use bead of orichalcum in necklace mouth". This is what happens:
State saved as 'atlantis.c99' Loading room 79 Loading room 79 WARNING: stub unkScreenEffect5(0)! WARNING: EGA_proc4! State loaded from 'atlantis.c99'
... So the state is restored and it's like you never put the bead into the necklace ... :(
Ticket imported from: #521263. Ticket imported from: bugs/74.
Attachments (1)
Change History (12)
by , 23 years ago
Attachment: | atlantis.s00 added |
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comment:1 by , 23 years ago
Uh-oh. Duped with bug #520203, I'm probably too tired :) I included the savegame file though.
comment:2 by , 23 years ago
Summary: | Indy4 not completeable 100% → Indy4: Orchalcum Necklace state bug |
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comment:4 by , 23 years ago
Owner: | set to |
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comment:6 by , 23 years ago
Any updates on this? I'm having the same problem.
Keep up the good work!
comment:7 by , 23 years ago
I did some debugging myself, added some kludgy code to here and there, resulting to belief that not all variables should be saved when the bytecode requests saving of state in the game.
This is what approximately happens in the above situation: bytecode asks the gamestate to be saved, scummVM does the thing, saving all possible data. Game goes to the "necklace"-screen, player puts bead in -> exit screen -> restore gamestate. ScummVM restores all info, so the "necklace is hot" variable is re-set back to original value and Sophia does not drop it.
I made a debug-kludge that printed out the variables that changed during the necklace-screen. If anyone wants it, e-mail me.
comment:9 by , 23 years ago
Status: | new → closed |
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comment:11 by , 6 years ago
Component: | → Engine: SCUMM |
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Game: | → Indiana Jones 4 |
Savegame where bug can be tested, Indy4 CD-ROM Full Talkie version.