Current git snapshot of ScummVM
English Zork Nemesis, included on ZGI DVD version
In the attached savegame, you can click on the red picture on the desk to reveal a picture of a violinist underneath. But the animation doesn't line up with the background, creating a very noticeable seam. This does not happen in the original interpreter. At least not in the DOS version.
Here is a screenshot during the animation.
I tried capturing the same image in DOSBox. This is as close as I got. It's not the exact same frame, but to me it does seem to suggest that it's scaling, not position, that is off.
The problem seems to be that it's scaling down the animation (I don't yet know the reason why). If I force it to draw the animation at the actual size, it matches the background as well as can be expected.
These scripts, from tl9e.scr, seem to be responsible for setting up the animation. So it appears that it's the scripts that specify too little space for the frames. Did the original ignore the specified size in some cases? If so, when?
(They don't appear after each other like this in the original script file, but GitHub merged the text blocks together when I tried to separate them.)
Another example of scaling gone wrong is the fist controls. Here are screenshots of DOSBox, ScummVM and ScummVM where fist_control.cpp calls blitSurfaceToBkg() instead of blitSurfaceToBkgScaled().
The "fists" glitch had already been filed as bug #6784, Earth pavilion door puzzle inset videos out of alignment
Can you confirm that this was fixed by commit 1adcb23d7
The bug in the Nemesis laboratory is not related to the fist door puzzle (which is fixed by commit 1adcb23d7)