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#2595 WINCE: MI2 cutscene sequence never ends

Monkey Island 2
closed
5
2006-09-09
2006-05-03
No

I'm using ScummVM 0.8.2 (on my Windows Mobile 2003 SE device, a Qtek S100) and I played Monkey Island 2 (german version) up to the place in Booty island where I have to climb the large tree. When Guybrush falls down, the two singing and dancing skeletons sing their song, but they never get past the first verses. They just dance indefinitely.

There are some ways to skip the cutscene. First, when I click on the "skip cutscene" button, LeChuck appears, and after a few seconds, the game crashes to the console. It says "ERROR: Unknown SysEx manufacturer 0x97" and I can't use the keyboard to enter anything, not even "exit" or "help", the keyboard just doesn't work. I have to soft-reset the device to get it to work again.

Second way is to skip the "endless dance" of the skeletons, then again immediately skipping the LeChuck scene again.

I attached a savegame for the above mentioned version. To reproduce the error, just try to climb up the tree.

Discussion

  • Michael Fink

    Michael Fink - 2006-05-03

    savegame to reproduce the bug

     
  • Max Horn

    Max Horn - 2006-05-03
    • labels: 415217 --> iMuse/Music
    • assigned_to: nobody --> arisme
     
  • Max Horn

    Max Horn - 2006-05-03

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    Sounds as if no midi driver is setup, or the driver is not working quite correctly
    (such music related hangs often occur when the game scripts are waiting for an
    IMUSE trigger).

     
  • Max Horn

    Max Horn - 2006-05-03

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    Upps, I missed the "ERROR" part :-). Well, then it definitely is the midi driver not
    supporting the given sysex.

     
  • Max Horn

    Max Horn - 2006-05-06
    • summary: MI2: cutscene sequence never ends --> WINCE: MI2 cutscene sequence never ends
     
  • Torbjörn Andersson

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    That error message comes from imuse_player.cpp though,
    doesn't it? Which would be before any platform-specific MIDI
    driver is involved.

    I can reproduce the error in the SVN version of ScummVM,
    using an old savegame of my own from the English version,
    but not with 0.8.2. Oh, and it only seems to happen for me
    with the Adlib music.

     
  • Torbjörn Andersson

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    Scratch that. I *can* reproduce the error message it in
    0.8.2 as well, *if* I slow down the talk speed enough.

    This piece of the room-60-212 script:

    [295A] (D8) printEgo([Text("Why did you leave me again?")]);
    [2978] (80) breakHere()
    [2979] (80) breakHere()
    [297A] (4D) walkActorToActor(3,VAR_EGO,60)
    [297F] (AE) WaitForMessage()
    [2981] (48) if (Var[597] == 1) {
    [2988] (4C) soundKludge([268,122,0,1])
    [2996] (4C) soundKludge([-1])

    sets up a "hook" for the music to jump to the next section.
    Unless it happens quickly enough, it will encounter that
    mysterious, ScummVM-crashing SysEx. I don't know if this is
    because of some bug in the parsing of MIDI data, or if that
    SysEx is deliberate. Maybe we should ignore unknown SysEx
    manufacturer ids, rather than erroring on them?

     
  • Torbjörn Andersson

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    Changing the error() to a warning() doesn't seem to cause
    any harm to the music, and allows me to pass the scene
    without actively skipping any speech.

    Mind you, none of this has any bearing on the *main* part of
    the bug report, which was that the skeletons won't get past
    their first verse. I can't reproduce that.

     
  • Torbjörn Andersson

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    After some further reading, I've changed the SysEx
    manufacturer message from an error to a warning. I have not
    been able to discover who, if any, 0x97 is registered to.
    It's not listed in
    http://www.borg.com/~jglatt/tech/midispec/id.htm or
    http://www.midi.org/about-mma/mfr_id.shtml but I don't know
    how complete that information is.

    Again, this does not fix the main bug in this report, but it
    does fix the crash after LeChuck appears. (Sometimes ScummVM
    really did crash for me, rather than displaying an error
    console. Threading issues, perhaps?)

     
  • Kostas Nakos

    Kostas Nakos - 2006-08-19

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    What's new on this? Is everything ok with 0.9.0a? I cannot
    use the savegame as it is for the german version (which I
    don't have). It would be worthwhile to provide a savegame
    for the english version if the bug's still there.

     
  • Kostas Nakos

    Kostas Nakos - 2006-08-19
    • assigned_to: arisme --> knakos
     
  • Michael Fink

    Michael Fink - 2006-08-21

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    I tried out 0.9.0a and the crash is gone, although the
    dancing skeletons only recite the first verse. When the
    music ends, the LeChuck scene is automatically shown.

     
  • Kostas Nakos

    Kostas Nakos - 2006-08-25

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    Typically ce devices execute scummvm slower than the pcs
    the games were designed for. This leads to anomalies in
    scripts being exposed. This seems like some script to music
    cue desync (even though I have not poked around the scumm
    engine). You can try two things:
    1) Verify if all is ok with the pc version of scummvm
    2) (If such a thing is applicable) move away any sound
    files (*.ogg, *.mp3 etc) from your mi2 folder and run
    pocketscumm, so that you have no music.

     
  • Kostas Nakos

    Kostas Nakos - 2006-08-25
    • status: open --> pending
     
  • SourceForge Robot

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    This Tracker item was closed automatically by the system. It was
    previously set to a Pending status, and the original submitter
    did not respond within 14 days (the time period specified by
    the administrator of this Tracker).

     
  • SourceForge Robot

    • status: pending --> closed
     
  • Mirko Bothe

    Mirko Bothe - 2009-06-28

    I just had the same Problem with the daily build (June 28 2009) using Windows XP (replaying MI in preparation of ToMI). The skeletons keep dancing, never singing more than one verse. Skipping the scene makes LeChuck appear and everything works fine after that. When examining the piece of paper the text is there. So it seems to be a problem not related to the WinCE port.

     
  • Mirko Bothe

    Mirko Bothe - 2009-06-28

    Oh, I just saw the date of original bug and realized it is a really old one. So this was probably solved between than and now, because I am sure I played Monkey Island 2 at least once since 2006 and never had this bug before. Maybe I should open a new one?

     
  • Kostas Nakos

    Kostas Nakos - 2009-06-29

    Yep, that should be preferable, otherwise it will get mixed up here with other stuff. (better include a link to this report too, just to be safe).

     
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