KQ5 FR on 1.8.1 PPC Mac build

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lwbqnt
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KQ5 FR on 1.8.1 PPC Mac build

Post by lwbqnt » Tue Aug 16, 2016 3:10 pm

I saw that 1.8.1 fixed the broken end-game of KQ5 FR, so I tried the win32 build with a previous savegame just prior, and it worked. Hooray!

Later, I saw that 1.8.1 was built a month later for PPC Mac (1.8.0 never was). Hooray again!

But in trying two different savegame sets, prior to the endgame(but in the castle), it hangs every time.

Is it possible that something was left out of the later PPC Mac build, or perhaps an architecture bug not previously detected? Or are the savegames not supposed to work?

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m_kiewitz
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Post by m_kiewitz » Tue Aug 16, 2016 10:30 pm

The saved games are supposed to be compatible.
I would have to look into that.

Are both of your platforms hanging or just PPC Mac?

And where exactly is it hanging? Could it be music related somehow?

EDIT: Ah, I see. There was a bug in the SCI script patcher, which caused it not to work properly on BE (Big Endian) platforms. I fixed it on 1.7.2016. Just download a daily build and it should work on PPC Mac.

EDIT2: Just made it through the magic battle in French King's Quest 5 on my OpenPandora (which is Big Endian as well).

EDIT3: It seems we do not offer daily builds for PPC Mac atm, but another dev can make you one. He will probably post it on here. Please keep in mind that right now a bit of code in the SCI engine is broken, which may cause King's Quest 6 to not work properly.

lwbqnt
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Post by lwbqnt » Wed Aug 17, 2016 1:59 am

I was only testing Win32 and PPC Mac, and only PPC Mac was hanging.

I was hoping the problem would be something like what you found.. I always read that nothing finds bugs like building for alternate endianness. :)

I'll keep watch for a test build, but I am happy that it will be fixed for hypothetical future PPC Mac release build.

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criezy
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Post by criezy » Thu Aug 18, 2016 10:49 pm

Here is a new build for PPC Mac with the latest source code: https://www.dropbox.com/s/a5jbwvb558rh0 ... c.dmg?dl=0
Please let us know if the issue is indeed fixed in that version.

lwbqnt
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Post by lwbqnt » Fri Aug 19, 2016 6:46 pm

Tested, it worked.

The story behind this bug would be interesting to hear. It was shipped, never discovered, never patched?

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m_kiewitz
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Post by m_kiewitz » Sat Aug 20, 2016 11:55 am

lwbqnt wrote:The story behind this bug would be interesting to hear. It was shipped, never discovered, never patched?
yes

At least French, German and Spanish versions of King's Quest 5 were affected.

If I remember correctly, the very first English release of King's Quest 5 was also broken near the end and could not be completed. In that case though I think there were corrupted resources, which means we can not fix it.

This one here simply has 3 script bugs in total, well the scripts wait for a total of 3 signals, that never happen, because the music doesn't set them.

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