SCUMM: Fix MI1 storekeeper line being skipped (original script error)#6610
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Of course expressions like |
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Yeah I'm just doing |
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Since the workaround is in
Did I miss any? (Telling the shopkeeper you work for Stan is not a cutscene, apparently.) |
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Actually, that may apply to some of the other wait-for-message fixes as well? |
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I think I've now triggered all of the cases in my list above in the VGA CD version, without noticing any problems. The workaround was only triggered in the one case where it should, and then it worked as expected. (I had made my proposed modification but that shouldn't affect when the workaround is used.) |
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OK thanks for the test! athrxx also worked on testing the FM-TOWNS port.
Good point. I don't know much about this, though. I don't have a good understanding of how cutscenes and the various
I agree with the list. I've done a test on one v5 release (didn't note which one it was) with a debug line when the workaround is fully applied, and I only saw it once, so it looked good. I didn't test all actions, though. I'm not sure I have the time/patience to test all storekeeper interactions in all releases, though. I may do a full play of the Sega CD release soon, but I think that's it. Since I doubt we'll release 2.10.0 soon, I think a good-enough number of checks/tests was done, and then if issues show up, we can wait for user reports, since Monkey1 is often played. (Hoping this approach is not too confident…) (As for the style of the |
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I'm far from certain myself, but from what I understand |
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This needs to be updated now to use the new helpers, but you knew that already of course. |
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Yes, sure, I've updated it. I've also added the VAR_OVERRIDE you suggested earlier. Thanks for that; indeed it seems necessary here. |
When Guybrush needs to get a credit note from the storekeeper, he may pretend having various jobs; one of the options is him saying he's "waiting tables at the Scumm Bar". But then, one of the storekeeper's line was cut, because of a missing WaitForMessage() call before endCutscene(), in script 30-11. (Thanks to erik for reporting that VAR_OVERRIDE has to be taken care of as well.) Fixed by LogicDeluxe in the Ultimate Talkie version, back in 2010.
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@dwatteau The older Amiga and Atari versions are quite exotic, but since every other version works, I don't see why these two won't be working. If there aren't any objections, this looks good to be merged |
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Thanks. Yes I thought some ScummVM users over Discord would test this on their Amiga/Atari versions, but so far it didn't happen. I agree it should work there anyway |
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Thanks for your feedback. This is good to be merged. Nice work! |
When Guybrush needs to get a credit note from the storekeeper, he may pretend having various jobs; one of the options is him saying he's "waiting tables at the Scumm Bar".
But then, one of the storekeeper's lines was cut, because of a missing
WaitForMessage()call beforeendCutscene(), in script 30-11.So this PR tries to restore this missing call, looking at some
Var/Bitcontext to be sure (script 30-11 is quite long and deals with various storekeeper interactions in Part 1, so I really want to avoid any bad side effect).Releases I've tested:
Releases I've haven't tested or don't own:
How to test, with the "Restore content" enhancement setting on:
666, pick the fish, go at Stan's (give the fish to the troll on the way), ask for a ship and credit, go back to the storekeeper, ask for credit, say you're "waiting tables"Fixed by LogicDeluxe in the Ultimate Talkie version, back in 2010. Yeah, I'm not telling you which line's missing, because it's quite a cool one and, if you have to figure it out yourself, it makes a new PR test ;)