Difference between revisions of "Avalanche"
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==Known bugs== | ==Known bugs== | ||
The original game doesn't update the little icon which represents the direction Avalot is facing if you control him with the mouse by clicking on the background. At the moment, this bug is also present in the ScummVM version of the game. | *The original game doesn't update the little icon which represents the direction Avalot is facing if you control him with the mouse by clicking on the background. At the moment, this bug is also present in the ScummVM version of the game. | ||
==Original bugs fixed== | ==Original bugs fixed== |
Revision as of 16:37, 7 September 2013
Avalanche | ||
---|---|---|
Engine developer | uruk | |
Companies that used it | Thorsoft of Letchworth | |
Games that use it | Lord Avalot d'Argent | |
Date added to ScummVM | Error: Invalid time. | |
First release containing it | N/A |
The Avalanche engine was used in Lord Avalot d'Argent.
This engine is being added by the GSoC student uruk to ScummVM as part of the GSoC 2013. The source code was provided by the authors, Mike, Mark and Thomas Thurman, who released it under the GNU GPL version 2 license.
Status
Work in progress, not completable
Known bugs
- The original game doesn't update the little icon which represents the direction Avalot is facing if you control him with the mouse by clicking on the background. At the moment, this bug is also present in the ScummVM version of the game.
Original bugs fixed
- There was a bug in the original engine that caused the internal timers of the game to mess up when a savegame is loaded. The problem was that when you loaded a savegame, the engine set the internal timers for the room by default and after that loaded the timers you saved when you saved the game. For example in the first room, if you made a save while Avvy was sleeping and loaded it back, you may have noticed that his wife, Arkata's timer was messed up: she shouted every time she should counted from the time you saved, and shouted every time the room's newly set internal timer told her to do so. Now it is fixed: if you load a savegame, the engine only loads the saved timer, and leave the default one for the cases when you enter a room newly.
- The original game didn't load properly the state of Avvy's speed (walking/running) from a savegame: The little yellow dot at the bottom of the toolbar was always set to "walk" state, even if at the moment of the saving Avalot was currently running. In the ScummVM version, this bug is fixed.