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Neverhood

Revision as of 18:33, 31 December 2013 by Eriktorbjorn (talk | contribs) (Added note about the corrupt cursor.)
Neverhood
Engine developer johndoe, md5
Companies that used it The Neverhood, Inc.
Games that use it The Neverhood
Date added to ScummVM 2013-05-15
First release containing it None

Resources


Differences in ScummVM

The following is a list of differences between ScummVM and the original interpreter. These are not errors, and thus won't be fixed. They have been implemented this way to provide a more unified experience between the different game engines.

  • In ScummVM, saved games are saved per slot, not as a list. This means that you are allowed to have several different saved games with the same name, which wasn't possible in the original
  • In ScummVM, saved games are sorted from newest to oldest. Saves are sorted alphabetically in the original interpreter.
  • In ScummVM, you can't type the name of a saved game to load it. Since you are allowed to have different save slots with the same name, this (somewhat confusing) feature is not available in ScummVM


Issues which also happen in the original

  • In the basement of the Hall of Records, when clicking the lever immediately after walking onto the elevator from the bottom sometimes results in teleportation - module 2200, scene 6.
  • The cursor's palette is wrong in one of the cart scenes, after the two worlds are joined - module 2500, scene 4


Known issues in ScummVM

Sounds / Music

  • Willie doesn't call "Klaymen! Up here!" After you walk through the tunnel towards the bear controls - module 1100, scene 2.
  • Ambient sounds play doubly as much as they should in the Robot Bil area - module 1100, scene 3.

Graphical glitches

  • When Klaymen is up on the balcony in Nursery scene 2, his shadow should be invisible - module 1000, scene 1
  • The cursor is glitched on the movie scene after walking straight as far as you can go after crossing the bridge - module 3000, scene 3.
    • This could be a problem with the Smacker player, or how it's used. In this particular scene, the palette chunk is shorter than usual because it reuses the last 64 palette entries from the previous palette (see the "if (b0 & 0x80)" case in SmackerDecoder::SmackerVideoTrack::unpackPalette()). But when a new SmackerVideoTrack is created, the palette is zeroed so these reused palette entries are all black. I tried making it remember the old palette across tracks, but I probably messed up somewhere. The cursor looked fine, but other glitches were introduced. Still, I think I'm onto something here...