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#3235 GR: Actor stuck (Amiga version)

AGI: Goldrush
closed-fixed
5
2008-01-23
2007-06-08
No

ScummVM 0.11.0svn (Jun 7 2007 07:49:05)

When dropping through the hole in the outhouse down to
Jakes mine, Jerrod is "stuck". Movement with cursor keys
is extremely flawed as Jerrod only walks one pixel in the
direction he is ordered to and turns immediately back,
facing right and stops.

Movement with mouse is possible upto the point where he
enters the dark cave and stops again (intended, i think,
as he can't see anything from this point on). Problem is
lighting the lantern is refused also, bringing up the
message: "Now is not the time"

Haven't played it for a long time, so i may be mistaken
about the lantern.

On a related issue:
I wasn't able to read in the bible. Not even when i had
to figure out the clue from the tombstone in Sutters Fort.
It also triggered the message "Now is not the time"

The game is not completeable i fear

Gold Rush! (1.01 1989-01-13 aka 2.05 1989-03-09/Amiga/English)

gcc version 4.0.2 (AmigaOS build 20051012)
AmigaOS 4

Discussion

  • Anonymous

    Anonymous - 2007-06-08

    Bug takes place

     
  • Filippos Karapetis

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    I've played it at this point, it's hard to use the mouse as the actor's walk path is too narrow, just use the arrows there.

    As for the lanterm it works fine here: I just typed "use lantern" and the lantern was lit normally

    What did you type to turn the lantern on?

     
  • Anonymous

    Anonymous - 2007-06-11

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    light lantern - "Now is not the time!"

    use matches with lantern - "What do you mean?"
    use lantern - "What do you mean?"

    read bible - "Now is not the time!"
    read psalm 23 - "Now os not the time!"

    Unfortunately it seems to be a problem of the Amiga
    version of this game, as i'm still stuck at the mine
    shaft. Jerrod turns immediately to the right and is
    always going right and down as if the numpad "3" is
    stuck (which isn't).

    It's even worse, the AGI engine seems to be completely
    bottomed. I can't do anything, i can't look at things
    (no graphics shown) only the text "Ya see nothin' unusual".

     
  • Adventureguy

    Adventureguy - 2007-06-17

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    Starnge, I get the same "Now is not the time" when I press F1 to see the help file in my DOS version of Goldrush.
    So this is not only a problem with the Amiga version, it's also a problem of the DOS version. (Maybe all the other versions suffer from this bug, too.)

     
  • Anonymous

    Anonymous - 2007-06-17

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    @adventureguy

    Affirmative, happens here too, whereas i can't use the F1
    key, it just doesn't trigger anyhing, have to use the menu.

     
  • Anonymous

    Anonymous - 2007-06-28
    • summary: AGI: GR - Cursor movement flawed --> AGI: GoldRush (Amiga) - Actor stuck
     
  • Anonymous

    Anonymous - 2007-06-28

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    I think this is a slightly better description to the subject.

     
  • Anonymous

    Anonymous - 2007-07-01
    • summary: AGI: GoldRush (Amiga) - Actor stuck --> GR: Actor stuck (Amiga version)
     
  • Filippos Karapetis

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    The Amiga version has some weird lines drawn at that scene, which are not present in the PC DOS version, and prevent ego from walking into the tunnel. Could this be an issue with priority lines?

    As for the lantern bug, the lantern can be lit with the PC DOS version by typing "use lantern" or "light lantern" (among the many other possible inputs). In the Amiga version, "use lantern" is not understood by the interpreter and "light lantern" always returns "now is not the time", like vampir_raziel said

    I can also confirm that help cannot be displayed in either the DOS or the Amiga versions, the message "now is not the time" is shown, either by pressing F1 or by accessing the help option in the menu

     
  • Eugene Sandulenko

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    Kari, picture routines need to be checked, but first we need to doublecheck it with original in emulator. Perhaps it's matter of bad game data.

     
  • Eugene Sandulenko

    • assigned_to: nobody --> buddha_
     
  • Kari Salminen

    Kari Salminen - 2007-12-11

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    The picture resource used in the bugging room is picture 147.
    It has some weird lines in it *also* when running the game through
    WinUAE so it's probably a case of broken data.

    I made ScummVM patch the picture resource in memory as it only
    differed in 6 bytes from the PC version's picture resource.
    That fixed the weird lines but the actor's still stuck.
    Possibly the logic is corrupted too? Or the logic uses some
    command ScummVM doesn't support?

    WinAGI can't show some of the logic files and it gives error
    messages like this:

    Logic001: Unknown test command (019) at position 0x36A
    Logic003: Unknown test command (019) at position 0x1ED
    Logic005: Unknown test command (019) at position 0x527
    Logic006: Unknown test command (019) at position 0x3BF
    Logic130: Unknown action command (182) at position 0x00D
    Logic137: Unknown test command (019) at position 0x095
    Logic150: Unknown action command (182) at position 0x1EA
    Logic192: Unknown test command (019) at position 0x163

    I used the legally available Amiga version of Gold Rush
    from the back2roots.org for testing this. I extracted the
    files from the adf-files using ADF Opus. I had to rename
    DIRS to GRDIR and VOL.* to GRVOL.* to get WinAGI to load
    the files.

     
  • Kari Salminen

    Kari Salminen - 2007-12-12
    • priority: 5 --> 3
     
  • Kari Salminen

    Kari Salminen - 2007-12-12

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    This is probably a case of corrupted data as
    the weird lines in picture 147 also appear in
    the game when running the game through an Amiga
    emulator. So that's why I'm lowering the bug
    priority.

    Also note that when I patched the picture 147
    in memory in ScummVM it also fixed possible
    priority screen/control line problems (If there
    even were any to begin with). So it's not a
    problem with the priority screen/control lines
    either.

    My current guess for this bug is that some of
    the logic data has been corrupted too.

     
  • Kari Salminen

    Kari Salminen - 2008-01-05

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    It seems changing the parameter count for
    adj.ego.move.to.x.y from 0 to 2 fixes the problems
    with lighting the lantern etc but doesn't fix the walking
    problems. Here are the script entries using command 182:

    In logic 130:
    adj.ego.move.to.x.y(0, 7) // b6 00 07
    adj.ego.move.to.x.y(9, 9) // b6 09 09
    adj.ego.move.to.x.y(-9, 9) // b6 f7 09
    adj.ego.move.to.x.y(0, 8) // b6 00 08

    In logic 150:
    adj.ego.move.to.x.y(0, 0) // b6 00 00

    I don't know what the parameters mean
    at the moment.

    I'll probably look more into this bug
    later today.

     
  • Kari Salminen

    Kari Salminen - 2008-01-05

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    File Added: goldrush-amiga.021

     
  • Kari Salminen

    Kari Salminen - 2008-01-05

    Savegame before the bug ("Go in hole" and "Yes" to enter room 147 where it bugs)

     
  • Kari Salminen

    Kari Salminen - 2008-01-14
    • assigned_to: buddha_ --> sev
     
  • Kari Salminen

    Kari Salminen - 2008-01-18

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    It's not corrupted logic data that's causing this
    but our non-implemented adj.ego.move.to.x.y or
    at least something related to that command and
    moving with the mouse so I'm raising the priority
    back to medium.

     
  • Kari Salminen

    Kari Salminen - 2008-01-18
    • priority: 3 --> 5
    • assigned_to: sev --> buddha_
     
  • Kari Salminen

    Kari Salminen - 2008-01-21

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    This should be fixed in the trunk in r30602.

    I'll close this after someone's tested this
    thoroughly (Me, Raziel or anyone :-)).

     
  • Anonymous

    Anonymous - 2008-01-23

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    Fixed as of revision 30602

    Thank you very much Buddha

     
  • Kari Salminen

    Kari Salminen - 2008-01-23

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    I'm closing this bug now as fixed.

    Here's the list of commits related to fixing this bug:

    - Revisions 30602, 30377 and 30375:
    These implement the command 182 i.e.
    adj.ego.move.to.x.y(x, y) which uses 2 arguments.
    This fixes the walking in this bug and also
    the parser bug. The parser bug was caused by
    incorrectly parsing adj.ego.move.to.x.y as
    using 0 arguments as it actually used 2 arguments.
    That just messed up the script parsing and therefore
    "light lantern" etc didn't work.

    - Revision 30263:
    This fixes the broken background picture in the first mine
    scene after dropping through the outhouse's hole. AFAIK the
    broken picture data didn't really matter playwise though,
    so this is just an aesthetic fix.

    - Revision 30136:
    Fixes help screen and bible passage showing by setting amount
    of free memory (v8 i.e. vFreePages) to maximum value. This
    helped because before showing the help screen or any bible
    passage the scripts checked whether there was enough free
    memory left to do that (i.e. they checked that v8 was over
    a certain number).

     
  • Kari Salminen

    Kari Salminen - 2008-01-23
    • status: open --> closed-fixed