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#2782 FOA: No mouse cursor in combats

Indiana Jones 4
closed
nobody
Graphics (902)
5
2006-09-20
2006-08-13
cap_gemo
No

I used ScummVM 0.8 under Ubuntu Linux (downloaded
from a package repository) and ScummVM 0.9 under
Windows XP Home. In both cases I found the following
bug, playing "Indiana Jones and the Fate of
Atlantis" (english CD version):

Everytime, when there is some action (the panels
with commands and inventory dissapear), for example in
combats the mouse cursor becomes invisible. And in
combats it is very bad, because I can't win any
combat, without seeing the mouse.

I don't attach any save, because the first combat
can happen at the very beginning of the game: You go
the back door, the doorman comes out, you insult him
and then fight him.

If you could correct this bug, this would be very
nice.

cap_gemo

Discussion

  • cap_gemo

    cap_gemo - 2006-08-13

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    By the way, I discovered the same problem today also by
    Monkey Island. Sometimes the mouse cursor simply
    disappears. However, it is no problem in this game. But as
    I said, in "Indy" I can't win any combat... :(

     
  • Torbjörn Andersson

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    Fate of Atlantis defaults to keyboard-controlled combat.
    Consult your manual for information on how to switch between
    keyboard and mouse control.

    About Monkey Island, it would be useful if you would provide
    information about which of the games you mean, and when it
    happens. (The cursor is hidden during non-interactive
    scenes, but I assume that's not what you meant.)

     
  • cap_gemo

    cap_gemo - 2006-08-14

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    Hm... I played this game (I mean, "Fate Of Atlantis")
    several years ago in DOS-Mode (without ScummVM) and I never
    found there option to switch to keyboard control.

    Now, when I run it with ScummVM, pressing F5 displays me
    the main ScummVM-menu, where I can configure sound-options,
    save or load games. All other keys don't do anything. I
    have really no idea, how to switch this thing in keyboard
    mode. I don't have the manual, and I have found nothing in
    Internet :(

    By the way, you were right about Monkey Island. The
    cursor is hidden during non-interactive scenes - that's
    what I meant. OK, it doesn't matter.

    Coming back to Indy, I think, that if even there is a
    possibility to combat in keybard mode, I still think it's a
    bug, that you can't do it with the mouse.

    Well, actually you can. I mean, when you for example play
    in window-mode, you can bring the mouse outside the ScummVM-
    Window, then move it a little bit, to coordinate the moving
    of the mouse with the moving of the hand, and then move it
    back again to the window. If you have luck, the cursor
    lands somewhere near Indy's enemy and pressing the mouse-
    buttons will do it. But you don't see the cursor. And if
    luck is not with you, you land somewhere else, and pressing
    the buttons doesn't do anything. Indy is beaten :(

    I don't understand anything in programming, so my idea is
    probably ridicilous, but I think, it could be the same
    problem, that happens with Monkey Island. Maybe somehow
    ScummVM "thinks" of combat scenes as non-interactive scenes?

    Thanks anyway. I hope, I will find somewhere the way, to
    switch it into keyboard-mode.

     
  • Torbjörn Andersson

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    > I don't have the manual,

    You mean you lost it, or you bought a second-hand copy where
    the manual was missing? Since the latter has happened to me
    a couple of times when buying second-hand games, I hope I'm
    not saying too much if I say the "f" key switches keyboard
    fighting on/off.

     
  • Torbjörn Andersson

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    > I don't have the manual,

    You mean you lost it, or you bought a second-hand copy where
    the manual was missing? Since the latter has happened to me
    a couple of times when buying second-hand games, I hope I'm
    not saying too much if I say the "f" key switches keyboard
    fighting on/off.

     
  • cap_gemo

    cap_gemo - 2006-08-15

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    Yes you are right, thank you very much. The "f" key
    really does it. It switches the keyboard combat mode on and
    off. I still need to find out, which keys do I have to use
    to fight, but I'll try to find it somewhere in Internet.

    P.S. But still I think, it is a bug, that the mouse
    cursor disappears. Ok, doesn't matter.

     
  • Torbjörn Andersson

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    No, that the mouse is hidden in keyboard fighting mode is a
    design decision made by LucasArts. It's the game scripts,
    not ScummVM, that does that. This is what it looks like in
    one of the scripts, that's presumably used during fights:

    [01E5] (A8) if (Bit[107]) {
    [01EA] (14) print(252,[Color(8),Text("Keyboard
    Fighting On")]);
    [0204] (1A) Bit[107] = 0;
    [0209] (2C) CursorHide()
    [020B] (18) } else {
    [020E] (14) print(252,[Color(8),Text("Keyboard
    Fighting Off")]);
    [0229] (1A) Bit[107] = 1;
    [022E] (2C) CursorShow()
    [0230] (**) }

    Now, what *could* be a ScummVM bug is that the game defaults
    to keyboard fighting, even though you almost certainly have
    a mouse. The game's boot script sets keyboard fighting mode
    if the MOUSE_PRESENT variable is less than 2. ScummVM sets
    it to 1.

     
  • cap_gemo

    cap_gemo - 2006-08-15

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    Oh no, you're not quite right, I suppose. I have just run
    Fate Of Atlantis WITHOUT ScummVM under my WinXP, and the
    mouse cursor was really invisible in non-interactive
    scenes, BUT it was VISIBLE during the combat!

    P.S. But the sound didn't work - it works only with
    ScummVM.

     
  • Torbjörn Andersson

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    And you're quite sure keyboard fighting mode was on when
    running it in Windows XP? As I pointed out, it's possible
    that ScummVM is wrong in defaulting to this mode, and as you
    already observed yourself, you can use the mouse in both modes.

     
  • cap_gemo

    cap_gemo - 2006-08-16

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    No, I haven't said that. The mouse mode was activated. Or
    maybe the keyboard mode, if you're right abou that one can
    also use mouse to fight in keyboard mode.

    What I'm talking about, is:

    If you run the game WITHOUT ScummVM you SEE the mouse
    cursor during combats and you are ABLE to fight in mouse
    mode.

    If you run it WITH ScummVM you DON'T SEE the mouse cursor
    during combats and you CAN'T fight in mouse mode (well, you
    can, if somehow you have good luck, and the mouse is in
    right position, as i described earlier).

    And THAT is the bug of ScummVM, I think. Maybe I'm not
    right, but it seems, ScummVM considers combats as non-
    interactive scenes. Everytime the inventory panel
    dissapears, the mouse cursor does it too. And during
    combats this also happens - the inventory panel is not
    visible. But the mouse cursor should be visible.

     
  • Eugene Sandulenko

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    It seems that you just didn't read eriktorbjorn's comment
    very well.

    When you run in WinXP, engine detects your mouse, and turns
    on mouse-driven combat, cursor is visible.

    Under ScummVM keyboard-driven combat is turned on by
    default, hence no mouse cursor.

    Eriktorbjorn, is there any regression when that variable is
    set to 2? May be it is number of mouse buttons?

     
  • cap_gemo

    cap_gemo - 2006-08-16

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    2 sev:

    eriktorbjorn wrote: the "f" key switches keyboard fighting
    on/off.

    eriktorbjorn wrote: you can use the mouse in both modes.

    Under ScummVM I switched modes with the "f"-key, and it did
    work, but the mouse cursor was INVISIBLE during the combat in
    BOTH modes.

    Without ScummVM the mouse cursor was VISIBLE during the combat
    also in BOTH modes.

    Under ScummVM mouse is also well detected and mouse cursor is
    visible, in all interactive scenes. In combat scenes mouse also
    WORKS, but the cursor is INVISIBLE.

    I don't know, if it is a bug in Fate Of Atlantis or in
    ScummVM, but it is 100% a bug.

     
  • Torbjörn Andersson

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    cap_gemo wrote:

    > Under ScummVM mouse is also well detected and mouse cursor is
    > visible, in all interactive scenes.

    Well, ScummVM knows that you have a mouse, of course.
    (Actually, I haven't tried what happens if you don't, but
    never mind.) The MOUSE_PRESENT variable is so that the
    *game* can know whether or not you have a mouse, and act
    differently depending on it.

    It seems that the early games used to check your hardware
    more carefully than the later ones, and degrade gracefully
    if it's not good enough. E.g. there are scripts in Monkey
    Island 2 that checks if your computer can play digitized
    sounds, and Zak McKraken plays a different intro if it
    thinks your computer is too slow.

    > Under ScummVM I switched modes with the "f"-key, and
    it did
    > work, but the mouse cursor was INVISIBLE during the combat in
    > BOTH modes.

    Strange. I can say for certain that this is *not* the case
    with the version I have (English talkie). At least not when
    fighting the doorman at the beginning of the game. So for me:

    Keyboard Fighting On: Mouse cursor is visible during fights.
    Keyboard Fighting Off: Mouse cursor is invisible during fights.

    Both mouse and keyboard controls work in either mode, so the
    only difference I can see is whether or not the mouse cursor
    is visible.

    > Maybe I'm not right, but it seems, ScummVM considers combats
    > as non-interactive scenes. Everytime the inventory panel
    dissapears,
    > the mouse cursor does it too.

    Except for the very early games, the look-and-feel of a
    SCUMM game is almost entirely scripted. I don't think
    ScummVM has any good way of knowing what's an interactive
    scene and what isn't, and I'm fairly sure the cursor is
    shown/hidden only at the request of the game scripts.

    sev wrote:

    > Eriktorbjorn, is there any regression when that variable is
    > set to 2? May be it is number of mouse buttons?

    I don't know. I didn't notice any, but I only played it very
    briefly. My FoA manual is still packed away since the move,
    but I don't recall it using more than one mouse button for
    fighting. (Unless there's a way of doing the "sucker punch"
    with the mouse that I don't remember.)

     
  • kirben

    kirben - 2006-08-19

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    I just checked disasm. of original game:

    VAR(VAR_MOUSEPRESENT) is set to a default of 1.
    If mouse is usable:
    VAR(VAR_MOUSEPRESENT) is set to 3
    Otherwise, if joystick is usable:
    VAR(VAR_MOUSEPRESENT) is set to 2

    So the original game would use mouse fighting by default,
    if a mouse or joystick was usable.

     
  • Torbjörn Andersson

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    Sounds like the variable is inappropriately named, then.
    Perhaps it should be called VAR_INPUTMODE instead, to
    correspond with VAR_VIDEOMODE.

    Do you know if this behaviour is specific to Fate of
    Atlantis, or if it holds true for all version >= 5 games?

     
  • Max Horn

    Max Horn - 2006-08-19
    • summary: No mouse cursor in combats --> FOA: No mouse cursor in combats
     
  • kirben

    kirben - 2006-08-20

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    VAR_MOUSEPRESENT is specific to SCUMM 5 - 6 games, but only
    used by script 1 of FOA.

    I renamed VAR_MOUSEPRESENT to VAR_INPUTMODE as suggested
    and set the default input type to mouse mode.

     
  • Torbjörn Andersson

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    So what is the status of this? I know nothing at all has
    changed in whether or not the cursor is shown, but it should
    default to mouse fighting mode now.

     
  • Torbjörn Andersson

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    It's been more than a week now. Marking as Pending, unless
    someone has a better suggestion.

     
  • Torbjörn Andersson

    • 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
     
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