In the floppy VGA version (and presumably the EGA version as well), the
clock tower only gets a new description ("e.g. "Hmm. Still ten
o'clock.") if you leave the room after examining it. In the CD version,
someone has "fixed" the behavior so that the description changes
immediately when the clock tower is examined.
Since it also changes on exiting the room after examining the clock
tower, that means you're much less likely to ever see the second
description. (There are only three, with a random variation on the
last one.) It doesn't completely ruin the joke, but...
To restore the original behavior, we don't allow the clock tower script
to increment the variable that changes its description.
We recently enabled the smoke animation that was present in the EGA and
VGA floppy versions of MI1, but removed in the CD version. However, for
a couple of reasons the colors were not correct.
For one thing, the animation doesn't use the same color indexes as in
the floppy version. But it still tries to remap the floppy version's
color indexes to other colors.
For another, one of the colors it tries to remap to gets overwritten,
probably to ensure that the GUI uses consistent colors. If that's the
only reason, we can safely ignore that for this room since it has no
visible GUI.
The voodoo lady's smoke is still using different colors than the floppy
version. I have no good ideas for how to fix that. Those colors will get
overwritten, and this time there is a visible GUI. But perhaps that
shouldn't be fixed since the special edition, for better or for worse,
pretty much made those colors canonical.
There's enough space to just change the first message and insert the
WaitForMessage(). No need to mess with the second message, since that
one's already correct.
Apparently these were lost when the game was converted from floppy to CD
version. Not just in the English version, but that's all I have. We
should come up with a way to make it easy to add other languages,
though.
(final fix for ticket no. 3215 ("SCUMM: Zak McKracken - intro behavior + movement")
The ticket has been closed a couple weeks ago, since a user claimed that the intro was fully fixed. And it mostly was. Except one little thing about the movement of the floating hat which, after chasing Zak, would return to the left of the screen one step to early.
Turns out that o2_waitForActor() got triggered one step to early, because we didn't set the final MF_TURN flag...
After my recent effort to do this for SCUMM3 I now try to achieve the same thing for v1/2. (Unsurprisingly) the step calculations actually have more in common with SCUMM3 than with the later versions upon which the code was based. However, I find the v1/2 code somewhat more difficult to fix than v3, since it is quite heavily twisted and refactored to fit into our common code. So all testing and bug reporting is welcome...
This employs a "lazy" approach: the "format" for the credits stays
exactly as it was, i.e., perl code. Of course one may want to change
this to another format (e.g. YAML, JSON, XML; or also shell script or
AWK, like `configure.engine` uses). But I deliberately kept it simple,
to get a minimal change that is easy to verify. Any further changes to
e.g. the format can be layered atop this.
(regression from b542fad7)
The introduction of the skip_column variable caused skipping of columns that are actually meant to be drawn. The original interpreter has a similiar mechanism, but it only applies to colors that are translated via the shadow palette. This avoids recursive shading (pixels that already got translated via the shadow palette could get passed through the table again in case of horizontal scaling). I guess that is what b542fad7 actually meant to fix.
In the EGA and VGA floppy versions, the close-up of captain Smirk has
animated cigar smoke. I don't have the EGA version, but in the VGA
version it apparently depends on whether you're running the game from
floppy or hard disk. If you run it from floppy, there is no smoke,
probably to cut down on disk access.
This is implemented in the entry script for room 76, where it either
sets costume 76 or 0 on actor 12.
In the VGA CD version, it always sets costume 0. Setting it to 76
restores the smoke, but the position is a bit off. Using the positions
from the floppy verion's script 57 fixes that. I have no idea why they
were changed in the CD version when they seem to use the same animation.
Only the colors are a bit different.
The "Ultimate Talkie" version already fixes this, but this fix should
not interfer with that. It uses slightly different positions for the
smoke, but the difference is never more than a single pixel so I'm not
touching those.
This is guesswork, but it seems like the first channel always contains a
complete rendition of the music. I think that's intended for low-end
Macs, while the other voices (four, but the last one never seems to be
used) is the standard version of the music.
It doesn't sound particularly good, and also not quite as with Mini vMac
(I'm not fully prepared to rule out emulation problems), but it seems
reasonably close.
In Monkey Island 2, after Rapp gives you his map piece it calls
script-109 to print a message about which map piece you just found.
But as soon as that message is displayed, it's erased by printing a
single space.
This wouldn't normally be much of a problem, but apparently in the
"ultimate talkie" version you will still hear the spoken line. This is
my attempt at bypassing the erasing.
I don't dare to patch the script itself, because I'm guessing all the
messages are hard-coded so it would have to recognize every
localization. Instead, it checks if a single space is printed from the
appropriate script, while there is a message pending and you are
carrying Rapp's map piece. I hope that's specific enough.
I have verified that the Steam version is identical to the GOG version
in this respect. (The file layout is a bit different, but the data files
are the same.)
Before, ScummVM would only play ROL music if a MIDI-capable driver had
been selected. I have AdLib as default, which made it pick ADL music
instead and the Mac music player doesn't support that. So this is not a
new feature, it's just an old feature that's now applied consistently.
This fixes some missing music that might otherwise be missing in MI2,
most noticeably near the very end of the game. The ROL music is an
acceptable substitute, because the Mac instruments are close enough to
a subset of MT-32. I haven't seen any resources with both MAC and ROL
versions, so MAC should still be used when available.
Note that this doesn't seem to have been a ScummVM bug. The music was
missing when I tried the game in a Mac emulator too!
The enhanced version of Maniac Mansion currently sold on GOG (and
probably Steam as well) has a one-byte change to the script handling
keypads, presumably to disable the security door copy protection. (Which
ScummVM disables by default anyway, by leaving the door open.)
Unfortunately, this crack was made without any deeper understanding of
the game (said the guy who never ever played the whole thing :-). It
allows you to enter either the correct code, or any code as long as you
get the last symbol wrong. But the script is also used for other keypad
puzzles in the game (e.g. Edna's phone number and safe combination). So
those puzzles are completely nerfed as well.
I have reported this as a bug to both GOG and Disney Games & Apps
Support. GOG has acknowledged that there is a problem, which is more
than Disney has done so far, but it remains unclear whether or not they
will fix it.