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#487 SAM: invalid imuse command 0

Sam and Max
closed-fixed
5
2002-11-23
2002-10-13
No

I have so far encountered 2 places in Samnmax where I
get the message
WARNING: IMuseInternal::do_command invalid command 12!

The first was when Conroy hits max with the golf club
and sends him flying into the "Dunk the Beast" bin.

The second was when you enter the world of fish and the
helicopter comes in over the horizon.

I've attached a savegame for the world of fish from the
talkie CD version.

Discussion

  • Michael Pearce

    Michael Pearce - 2002-10-13

    World of fish savegame

     
  • Michael Pearce

    Michael Pearce - 2002-10-13
    • summary: invalid imuse command 12 --> SAM: invalid imuse command 12
     
  • Jamieson Christian

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    I'll start looking into this -- next week is my work week, so
    don't look for an implementation right away.

    Chuzwuzza, for the record, what music artifacts occur at the
    time this error is encountered? Did you say you get music
    playing double in Gator Golf? Which musical piece? Any
    artifcats at the World of Fish?

     
  • Jamieson Christian

    • assigned_to: nobody --> jamieson630
     
  • Michael Pearce

    Michael Pearce - 2002-10-13

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    I don't notice any music artifacts per se. I thought I had
    doubled music playing at Gator Golf, but going back and
    trying again, I can't notice anything. I'm pretty sure it's
    just the strange music ;)
    And there wasn't any doubled music at the helicopter in the
    world of fish either. Just the command 12 message.

     
  • Jamieson Christian

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    Latest CVS build (October 14, 2002) should implement
    do_command(12) according to all occurrences observed so
    far. However, why don't we leave this bug open as a
    general "Unimplemented IMuseInternal::do_command codes"
    that we can drop reports into? I understand we have
    do_command(0) occurring elsewhere in Sam & Max, too.
    Might as well keep this alive until all unsupported commands
    have been resolved.

    Chuzz, details on do_command(0) for the record?

     
  • Michael Pearce

    Michael Pearce - 2002-10-15

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    Well, I can't remember where I first saw a command(0), but
    it wasn't far from the beginning of the game I think. The
    main part where command 0 seems to be is in the bigfoot
    party. Theres a whole stack of "WARNING:
    IMuseInternal::do_command invalid command 0!" messages
    coming up constantly as the music plays. The music also
    seems slightly off tempo at points... though maybe that's
    just me :)

     
  • James Brown

    James Brown - 2002-10-29

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    Any reason for this bug to still be open? :)

     
  • Michael Pearce

    Michael Pearce - 2002-10-29

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    Yes, there is a reason - Jamieson630 said it 2 comments down
    from yours, ender ;)

    "However, why don't we leave this bug open as a
    general "Unimplemented IMuseInternal::do_command codes"
    that we can drop reports into?"

    And do_command(0) is still unimplemented, so that's why this
    is still open I guess

     
  • Jonathan Gray

    Jonathan Gray - 2002-11-22
    • summary: SAM: invalid imuse command 12 --> SAM: invalid imuse command 0
     
  • Jonathan Gray

    Jonathan Gray - 2002-11-22

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    changed bug title to reflect what this bug is now about

     
  • Jamieson Christian

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    Latest CVS build (2002.11.23, imuse.cpp v1.87) takes care of
    invalid do_command(0) calls by filtering what appear to be
    bad ImSetTrigger invocations. I've also added ImTrigger
    recycling, which should fix problems where music fails to
    start because the game has been running for some time and
    all the ImTriggers have been used up.

    I tested the changes at Bumpusville and Gator Golf, two
    places where ImTriggers are used to do music transitions.
    They are still working fine, but I haven't tested how they
    behave after a long period of gameplay. If anybody starts to
    experience music sections not starting when they should,
    open another bug report on it.

    Closing.

     
  • Jamieson Christian

    • status: open --> closed-fixed