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Difference between revisions of "SCUMM/Bugs"

38 bytes added ,  09:39, 21 April 2022
Moved Sam & Max bug to fixed
(Use new bug tracker ids)
(Moved Sam & Max bug to fixed)
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* In Sam and Max, some animations of Max don't disappear in the second encounter with flambee. {{Tracker|id=2630}}
* In Sam and Max, some animations of Max don't disappear in the second encounter with flambee. {{Tracker|id=2630}}
* In Sam and Max, part of Bruno is not cleared off the screen when leaving Bumpusville. {{Tracker|id=3832}}
* In Sam and Max, part of Bruno is not cleared off the screen when leaving Bumpusville. {{Tracker|id=3832}}
* In Sam and Max (German and Italian talkie), voices can be out of sync. {{Tracker|id=3822}} {{Tracker|id=6375}}
* In Day of the Tentacle, the glow of the Chron-O-John can be drawn in front of the closed door. {{Tracker|id=3416}}
* In Day of the Tentacle, the glow of the Chron-O-John can be drawn in front of the closed door. {{Tracker|id=3416}}
* In Day of the Tentacle, the Chron-O-John's rotor and glow can be missing. {{Tracker|id=3403}}
* In Day of the Tentacle, the Chron-O-John's rotor and glow can be missing. {{Tracker|id=3403}}
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* In Day of the Tentacle, in the lobby, Bernard can use Laverne's voice. {{Tracker|id=3803}}
* In Day of the Tentacle, in the lobby, Bernard can use Laverne's voice. {{Tracker|id=3803}}
* In Sam & Max, the game can hang when talking to the bigfoot guarding the party. {{Tracker|id=4464}}
* In Sam & Max, the game can hang when talking to the bigfoot guarding the party. {{Tracker|id=4464}}
* In Sam and Max (German and Italian talkie), voices can be out of sync. {{Tracker|id=3822}} {{Tracker|id=6375}} (The intro has been fixed, at least.)


'''Non-Bugs'''
'''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 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 i.e. you see the correct sequence, but fail to test it, thus the game state flag is never set. If you try to use the correct draft sequence later, Bobbin will say "I don't think I spun that right" instead of doing the action. You can check the status of the drafts using the "drafts" debugger command (K for known, U for used).
* In LOOM, it is possible to fail to learn some of the optional drafts such as Emptying i.e. you see the correct sequence, but fail to test it, thus the game state flag is never set. If you try to use the correct draft sequence later, Bobbin will say "I don't think I spun that right" instead of doing the action. You can check the status of the drafts using the "drafts" debugger command (K for known, U for used).
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