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SCUMM: (LOOM) - fix bugs #6011 and #13369 #3792
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(try to emulate the behavior of the save script without actually calling it)
Thanks, I have updated the comments according to your suggestions. |
Unless I misunderstand completely, the bug still seems to be there with my English EGA version (1.1). Could this be another case where yours and mine use different variables? I'd be happy to compare scripts. I've identified that script-4 is what sets variables 171-173, so that bit's probably the same. I'm not sure where the rest comes from, though. |
Thanks for testing. I do actually have two different EGA versions and it is true that they use different flags. But that should concern only whether the verb screen gets restored correctly. But from your comment, you're probably talking about the bug with the flask? IIRC that should not depend on that. I was pretty sure it worked with both my EGA versions, with FM-Towns and with Amiga. If you do get your distaff restored than you do have a supported version. Did you maybe save your game during with an active cut scene / disabled _userput? I should have made it clear that the fix will only work if you saved in a situation where you could have saved in the original. Otherwise ScummVM will just apply the same hack as before (a bit improved, but it will still not restore the flask). E. G. if the dripping from the flask is still in progress when you save, it cannot be restored. |
No, I thought this was about how if you save when an object (e.g. the leaf) is displayed in the lower right corner, and then reload that savegame, the object is not redrawn. |
I think I understand now. Without the patch, when I click on the object again it's not drawn. (Only the text is.) That does indeed seem to be fixed by this patch. |
Okay, so that's a misunderstanding then. With the original, it will always clear the object image, too, right? This seems intentional and I didn't want to change it. If people would want that image restored after loading (while still not having any of the bugs mentioned above) I guess it could be added as another candidate for _enableEnhancements. But preferably not in this PR |
Yeah, it seems to behave like the original. I just misremembered what it was about. |
I've tested this with my French EGA version (incl. some 2006 savegames) and everything looked fine |
Thanks for testing! I'll leave this open for a bit longer, since there is no particular hurry (the bug ticket is 10 years old and these are just minor glitches). |
Okay, this can really go in now... |
This fixes an old bug by adding some behavior of the original saveload script to our loading process (without actually running the script, since that would display the original save screen).
I turned this into a PR, so it can be thoroughly tested with as many savegames as possible.
The affected versions are DOS EGA, FM-TOWNS, Amiga and Atari ST.
I have tried loading many savegames for the versions I have, but there might be more.
And I don't have Atari ST.