Menu

#2215 FOA: skips single line of dialogue

Indiana Jones 4
closed-fixed
Max Horn
2
2006-02-20
2005-09-29
No

Very minor bug in the English Talkie version of Indiana
Jones and the Fate of Atlantis. A line of audio
dialogue is skipped, but the subtitles for the line
appear for a very short period of time.

The skipped line ("There are two orichalcum beads in
these bones!") occurs when Indiana looks at some bones
in Crete for the first time, on the Wits path. I have
not checked if this also occurs in the original
interpreter.

ScummVM version: Originally found when playing in
ScummVM 0.7.1 (Mar 27 2005 10:51:21) -- official
release, with the same problem occuring when tested in
ScummVM 0.8.0CVS (Sep 29 2005 19:57:54) -- win32
nightly release.

0.7.1 savegame is attached (at a point just before the
problem occurs).

I expect only perfectionists will care about this one :)

Discussion

  • Timothy Stephen Mason

    savegame ("Look at some bones" to trigger the bug)

     
  • Torbjörn Andersson

    Logged In: YES
    user_id=577918

    My guess would be a bug in the original game, though I
    haven't verified that. I think it starts to speak the "There
    are two ..." line, but doesn't wait for it to finish before
    speaking the next line.

    I wonder what'd happen if you examine the skeleton before
    putting the first bead in the box...

     
  • Timothy Stephen Mason

    Before placing beads in the box ("Look at some bones" to trigger the line)

     
  • Timothy Stephen Mason

    Logged In: YES
    user_id=1353872

    I had a savegame that allowed me to check this very easily,
    and your suspicion was right: when you haven't placed any
    beads in the box yet, it plays the line properly.

    Savegame attached. Same deal to trigger the line ("Look at
    some bones").

     
  • Eugene Sandulenko

    Logged In: YES
    user_id=166507

    Can anyone test it with original under dosbox?

     
  • Max Horn

    Max Horn - 2005-12-20

    Logged In: YES
    user_id=12935

    I wonder if there is a bootparam close by, then testing it with some help by
    dosbox should be easy...

     
  • Max Horn

    Max Horn - 2006-01-14
    • priority: 5 --> 2
     
  • Max Horn

    Max Horn - 2006-02-20

    Logged In: YES
    user_id=12935

    Assuming the bug is present in the original, and hence a
    script bug, we might be able to add a workaround, by
    checking for the correct spot in the script and inserting a
    "wait for message". Doing that for the english version only
    would be relatively easy, because we could just check for
    the text.

    But I wonder whether this also occurs in localized versions
    of the game, and if yes, whether we can do something about
    it.

    I have the german version of FOA but I am too lazy to play
    until that spot, so knowing a close-by bootparam gets more
    and more attractive *g*.

     
  • Max Horn

    Max Horn - 2006-02-20
    • status: open --> closed
     
  • Max Horn

    Max Horn - 2006-02-20
    • assigned_to: nobody --> fingolfin
    • status: closed --> closed-fixed
     
  • Max Horn

    Max Horn - 2006-02-20

    Logged In: YES
    user_id=12935

    It turns out that the problem can be reproduce by simply "beaming" straight to
    room 160.

    So I added a fix to CVS which works fine for me in both english & german FOA.

     
Want the latest updates on software, tech news, and AI?
Get latest updates about software, tech news, and AI from SourceForge directly in your inbox once a month.