Difference between revisions of "SCUMM/Bugs"
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Eriktorbjorn (talk | contribs) (Clarified Loom non-bug, and added another one) |
(Remove stuff that was fixed; the Enhancements page is there for them) |
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Still, we are sometimes able to implement workarounds, meaning that ScummVM works better than the original ;).<br> | Still, we are sometimes able to implement workarounds, meaning that ScummVM works better than the original ;).<br> | ||
Also, a list of non-bugs i.e. game features that look buggy and thus have been reported by users, but are actually intentional, is provided for reference. | Also, a list of non-bugs i.e. game features that look buggy and thus have been reported by users, but are actually intentional, is provided for reference. | ||
See also the [[SCUMM/Game_Enhancements|SCUMM Game Enhancements]] page for bugs which ''have'' been fixed through WORKAROUNDS. | |||
Note that none of these lists is complete. | Note that none of these lists is complete. | ||
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* In Zak McKracken (V2), Zak walks behind the guard in Katmandu, instead of in front of him. {{Tracker|id=2853}} | * In Zak McKracken (V2), Zak walks behind the guard in Katmandu, instead of in front of him. {{Tracker|id=2853}} | ||
* In Zak McKracken (FM-Towns), the caponian and Zak appear in wrong positions after retrieving the "glowing item" from the bottom of the sea. {{Tracker|id=2757}} | * In Zak McKracken (FM-Towns), the caponian and Zak appear in wrong positions after retrieving the "glowing item" from the bottom of the sea. {{Tracker|id=2757}} | ||
* In Loom (CD), voice goes out of sync when casting fear. {{Tracker|id=995}} | * In Loom (CD), voice goes out of sync when casting fear. {{Tracker|id=995}} | ||
* In Loom, Hetchel has two heads in her flight. {{Tracker|id=991}} | * In Loom, Hetchel has two heads in her flight. {{Tracker|id=991}} | ||
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* In Sam & Max, some animations of Max don't disappear in the second encounter with flambee. {{Tracker|id=2630}} | * In Sam & Max, some animations of Max don't disappear in the second encounter with flambee. {{Tracker|id=2630}} | ||
* In Curse of Monkey Island, on normal difficulty, Griswold Goodsoup has mentioned that the door to the lodger's room has been locked because it's haunted. Guybrush is given the dialogue tree to ask if he'll open it for him. Griswold replies he won't, it must stay locked, etc. Except in NORMAL mode it's already open! {{Tracker|id=3411}} | * In Curse of Monkey Island, on normal difficulty, Griswold Goodsoup has mentioned that the door to the lodger's room has been locked because it's haunted. Guybrush is given the dialogue tree to ask if he'll open it for him. Griswold replies he won't, it must stay locked, etc. Except in NORMAL mode it's already open! {{Tracker|id=3411}} | ||
'''Non-Bugs''' | '''Non-Bugs''' |
Latest revision as of 11:48, 1 September 2024
In the following you will find a number of bugs which actually already occur when using the original interpreter / .EXE. That is, those errors are bugs in the games themselves, not in ScummVM.
Still, we are sometimes able to implement workarounds, meaning that ScummVM works better than the original ;).
Also, a list of non-bugs i.e. game features that look buggy and thus have been reported by users, but are actually intentional, is provided for reference.
See also the SCUMM Game Enhancements page for bugs which have been fixed through WORKAROUNDS.
Note that none of these lists is complete.
Not Yet Fixed
- In Maniac Mansion, the tape player keeps playing the tape. [Bug #877]
- In Maniac Mansion (EGA Enhanced version), the actors are placed to the right in the final scene, in a place where Fred's face is partially behind one of the house's poles. [Bug #1486]
- In Zak McKracken (Amiga), the credits in the intro are too fast. [Bug #2299] [Bug #3134]
- In Zak McKracken (V2), Zak walks behind the guard in London, instead of in front of him. [Bug #2855]
- In Zak McKracken (V2), Zak walks behind the guard in Katmandu, instead of in front of him. [Bug #2853]
- In Zak McKracken (FM-Towns), the caponian and Zak appear in wrong positions after retrieving the "glowing item" from the bottom of the sea. [Bug #2757]
- In Loom (CD), voice goes out of sync when casting fear. [Bug #995]
- In Loom, Hetchel has two heads in her flight. [Bug #991]
- In Monkey Island 2, skipping speech with escape at Captain Dread's boat will display weird results. [Bug #1681]
- In Monkey Island 2, the sound of the waterfall stops after a few seconds. [Bug #740] [Bug #4129]
- In Indiana Jones and the Fate of Atlantis, in the wits path, after rescuing Trottier from the Nazis in Monte Carlo, Trottier tells Indy the name of the two streets at the intersection of which he threw the stone disk out of the window during the car chase. In one instance, when the intersection is between "Boulevard des Guerres des Etoiles and Rue Aubergine," the spoken text is wrong the first time Trottier tells it. He says he threw the disk at the intersection between "Avenue Victor Hugo and Rue Aubergine". The subtitles are correct as is the spoken text when Trottier tells it the second time (after Indy asked him to repeat). [Bug #4135]
- In Day of the Tentacle, the glow of the Chron-O-John can be drawn in front of the closed door. [Bug #3416]
- In Day of the Tentacle, the Chron-O-John's rotor and glow can be missing. [Bug #3403]
- In Day of the Tentacle, there is a layering glitch when standing at a particular spot in the basement. [Bug #4570]
- In Sam & Max, Doug the Moleman temporarily loses his head after giving him the pecan candy. [Bug #2631]
- In Sam & Max, some animations of Max don't disappear in the second encounter with flambee. [Bug #2630]
- In Curse of Monkey Island, on normal difficulty, Griswold Goodsoup has mentioned that the door to the lodger's room has been locked because it's haunted. Guybrush is given the dialogue tree to ask if he'll open it for him. Griswold replies he won't, it must stay locked, etc. Except in NORMAL mode it's already open! [Bug #3411]
Non-Bugs
- In Maniac Mansion, if you use the telescope right away without using the safe in Edna's room, it will not give you the combination. This is intentional, the code is not generated by the scripts until you try opening the safe.
- In LOOM, it is possible to fail to learn some of the optional drafts such as Emptying. If you later try to spin the draft, even if you do use the correct notes Bobbin will say "I don't think I spun that right", because it isn't enough to get the notes right. You have to learn the draft properly. You can check the status of the drafts using the "drafts" debugger command (K for known, U for used).
- In LOOM, I've sometimes heard people complain that they can't leave the island because they don't learn the F note when they open the sky. This appears to be a misunderstanding of how the game works. The note isn't granted by any particular scene, you also have to try using the drafts you learn on the island first.