If Sam tries buying something at Snuckey's without any having money, Max
will not always have enough time to finish his comment on capitalism,
because the employee will say "Anything else?" without any call to
waitForMessage() to make sure that Max is done speaking. But good jokes
from Max should never be cut!
This would happen if Sam only picked up the pecan-flavored candies, for
example.
Guybrush can read the clock of Puerto Pollo, but this was only enabled
in the English, Italian and (fan-made) Russian releases, probably
because the result was poor for the other languages.
The German, French, Spanish, Brazilian Portuguese and CJK releases
disabled this feature, but the check was done in the interpreter, not in
the scripts. This replicates this original behavior.
Findings and ScummEngine_v7::actorTalk() change by AndywinXp.
You can't make George Washington leave the main hall without starting a
fire, but this fire can't be started if George Washington's is not
wearing the chattering teeth.
So, when he comes back to that room, he should be wearing them, but
this is not the case during the associated cutscene (he does wear them
if you talk to him outside, or come back to this room again after this
cutscene). So, force costume 69 (chattering teeth) instead of costume
53 (no chattering teeth) for George Washington in this script.
When Dr. Fred receives a new diamond, he's supposed to report the status
of Hoagie's and Laverne's units, but these talkActor() lines don't have
any associated wait.waitForMessage(), so they were unseen and unheard in
the game until now.
I couldn't find a way of only targeting the impacted lines, so this is
applied to every line from Dr. Fred in this part of the script.
This is a bug in the original interpreter, so the following workaround is marked as an enhancement.
When Guybrush gets on the Sea Cucumber for the first time and the monkeys show up on deck, if the ESC key is pressed before the "Any last words, Threepwood?" dialogue, the music will continue playing indefinitely throughout the game (or until another "sequence" music is played). To amend this, we intercept this exact script override and we force the playback of sound 2277, which is the iMUSE sequence which would have been played after the dialogue.
This workaround has been stress-tested on all Steam available languages + Akella Russian.
When Bruno and Trixie leave Bumpusville, a new actor is used for their
escape animation, but the original script never removes this actor from the
scene, so some parts of Bruno can still be seen on the wall when the door
closes. So we force the removal of this actor just before that.
This workaround happens in some cases when Bernard interacts with the
chewing gum on the floor, where he will speak using Laverne's voice. See
bug #3803 for details. I've re-verified that it happens in the original
as well.
The original commit containing the Pete Wheeler hotfix for the Baseball gmaes has caused a regression where batting with any other bat as Pete Wheeler would slow down his swinging animation after hitting the ball. Whoops. This fixes the regression by adding another check to determine whether he is bunting or not.
curRect.left is assigned in the script, and it is not modified. right is
assigned with the screen width - original left.
This results in bad highlighting of the verbs all over the line width,
instead of being limited to the actual string.
Due to that, sometimes the selection range of the up/down arrows overlaps
with some of the verbs, and then these verbs cannot be selected.
Solve by storing the original left value, and using it as initial x
position for the string (the actual right-to-left manipulation is done in
drawString()), and modify the value of curRect.left to match the string
that was actually drawn.
This bug is similar to the one that was fixed in 58e921eb87, but the
solution that was done there for v7 and v8 cannot work here, because the
string logic is much more complicated.
This workaround fixes a script bug in Backyard Baseball 2001 and 2003 where bunting a foul ball as Pete Wheeler may softlock the game if the ball goes far left or right field.
The original Backyard Baseball 1997 release does not seem to have this bug in my testing.
Instead of returning to the launcher, a game may now specify a list
of "chained" games and optional save slots. The first game is popped
from the list and started. Quitting still quits the entire ScummVM.
It seemed like the sensible thing to do.
Previously, we had a couple of arrays of size N (where N = number of
resource types), one for each attribute of a resource type (such as as
the number of resources of that type.
Now, we have one array of size N, whose elements are a record
aggregating all the attributes of each resource type.
MKID_BE relied on unspecified behavior of the C++ compiler,
and as such was always a bit unsafe. The new MKTAG macro
is slightly less elegant, but does no longer depend on the
behavior of the compiler.
Inspired by FFmpeg, which has an almost identical macro.
The Backyard Baseball series calls the function with negative numbers, but expects a positive result. The games are now actually playable.
Thanks to Kirben for assistance in tracking this bug down.
svn-id: r53630