- Let Gorrister dig the grave. He stops digging, while the grave animation is still not completed (but it keeps playing fine to the end)
- As Benny, watch the mother getting tied to the cross. While she's still being dragged there, the sprite where she's already tied to it is visible
- As Benny, release the boy at the last sacrifice scene. When he shows compassion, 2 Benny sprites are shown, one where he faces the back and one to the right to face the boy
Could you please provide the savegames?
Are we talking about animations which are only slightly off, or which are off by a lot? Because if it's only slightly off I've noticed that on the character selection screen, it doesn't always seem to finish the selection animation before the screen fades down.
I added the following debug code locally to engines/saga/actor.cpp, just before calling drawOccluded() in drawActors():
if (frameNumber > 5 && drawObject->_screenPosition.x == 499 && drawObject->_screenPosition.y == 454)
printf("drawOccluded(..., %d, %d, %d...)\n", frameNumber, drawObject->_screenPosition.x, drawObject->_screenPosition.y);
This tracks Nimdok's selection animation. Usually it stops on frame 25, leaving a tiny white speck where Nimdok was standing. Only sometimes does it include frame 26, where he's completely gone.
Here are the associated scenes:
Gorrister digging:
http://www.youtube.com/watch?v=9NhtCxrmAEw#t=2h53m50s
In ScummVM, the animation where Gorrister is digging ends up one frame earlier.
Benny + mother (works ok in the original):
http://www.youtube.com/watch?v=9NhtCxrmAEw#t=17m4s
Benny + boy (also wrong in the original - there are two sprites of Benny):
http://www.youtube.com/watch?v=9NhtCxrmAEw#t=34m50s