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Difference between revisions of "Avalanche"

145 bytes added ,  21:55, 19 September 2013
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*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.
*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.
*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.
*In the original, when you play the harp in the abbey, the game doesn't always hide the mouse cursor. In the ScummVM version, it works properly.


==External links==
==External links==
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