Blue's Clues games need testing
Moderator: ScummVM Team
Blue's Clues games need testing
The following Blue's Clues titles are currently playable under ScummVM SVN:
Blue's 123 Time Activities
Blue's ABC Time Activities
Blue's Birthday Adventure
Blue's Treasure Hunt
It would be helpful to know how playable these games are, if anyone is interested in trying them under ScummVM.
Reports of unknown versions of these games would be useful too.
EDIT: Updated titles and notes
Blue's 123 Time Activities
Blue's ABC Time Activities
Blue's Birthday Adventure
Blue's Treasure Hunt
It would be helpful to know how playable these games are, if anyone is interested in trying them under ScummVM.
Reports of unknown versions of these games would be useful too.
EDIT: Updated titles and notes
Last edited by Kirben on Thu Jan 14, 2010 8:44 am, edited 3 times in total.
Blues ABC Time:
The game crashes at the sign-on screen.
Blues Birthday Adventure
Videos sometimes appear black. The following debug conincides with such a video.
I'll try to compile dxa_player and verify the file is ok.
The game crashes at the sign-on screen.
Code: Select all
o72_writeINI: Option CurrentRoom Value 5
DEBUG: Aak! Someone forgot to set INI-set-prefix
convertFilePath: original filePath is c:\hegames\ABCTime.nam
convertFilePath: converted filePath is ABCTime.nam
o80_readConfigFile: Filename c:/hegames/ABCTime.nam Section names Option _KidNames Value ABCDEF
convertFilePath: original filePath is c:\hegames\ABCTime.nam
convertFilePath: converted filePath is ABCTime.nam
o80_readConfigFile: Filename c:/hegames/ABCTime.nam Section names Option _KidNamesABCDEFColor Value goypwb
DEBUG: at least one arrow was showing and now should go away
DEBUG: should be no pink peanut, no arrows
DEBUG: no arrow so don't need the pink peanut
DEBUG: new-name-string ABCDEF
DEBUG: No Ini Write....
DEBUG: player name is ABCDEF
DEBUG: Leaving-Givename arrays 174
DEBUG: saving a file for ABCDEF
Original filename c:\hegames\ABCDEF.abc
convertFilePath: original filePath is c:\hegames\ABCDEF.abc
convertFilePath: converted filePath is ABCDEF.abc
Final filename to ABCDEF.abc
o72_openFile: slot -1, mode 1
DEBUG: Error! Tried to put sprite 0 onto stack!!
Videos sometimes appear black. The following debug conincides with such a video.
Code: Select all
Playing video data\19-G-CH01-02.dxa
DEBUG: frame-count: 98
DEBUG: playing video sound: 2126, frame: 6
DEBUG: playing video sound: 2127, frame: 18
DEBUG: playing video sound: 2128, frame: 31
DEBUG: playing video sound: 2129, frame: 46
DEBUG: free-arrays: 179
A quick sample of DXAs that fail to render (black screen):
Some observations from my limited testing:
1.) There is, at most, one video that is broken in each area (clicking on Steve multiple times results in a random play).
2.) When entering an area, the first video is almost always the broken one.
3.) The broken videos all have backgrounds. i.e. they are not set on a pink background (for transparency/overlay).
I hope this helps.
- 09-A-IN-02.dxa
11-G-CH01-01.dxa
19-G-CH01-02.dxa
13-G-CH01-01.dxa
14-G-CH01-01.dxa
15-G-CH01-01.dxa
16-G-CH01-01.dxa
Some observations from my limited testing:
1.) There is, at most, one video that is broken in each area (clicking on Steve multiple times results in a random play).
2.) When entering an area, the first video is almost always the broken one.
3.) The broken videos all have backgrounds. i.e. they are not set on a pink background (for transparency/overlay).
I hope this helps.
I went through a few runs with different results. Each run crashed on the sign on screen but the debug output was different.
Another run:
Code: Select all
pop 0
pop 206
runScript(206) from 208-5
getResourceAddress(Room,5) == 0221BCA4
Script 206, offset 0x18d52: [0] o6_pushByte()
push 1
Script 206, offset 0x18d54: [43] o6_writeWordVar()
pop 1
writeVar(271, 1)
Script 206, offset 0x18d57: [0] o6_pushByte()
push 90
Script 206, offset 0x18d59: [9B] o70_resourceRoutines()
pop 90
Script 206, offset 0x18d5b: [0] o6_pushByte()
push 90
Script 206, offset 0x18d5d: [1C] o90_wizImageOps()
pop 90
Script 206, offset 0x18d5f: [0] o6_pushByte()
push 1
Script 206, offset 0x18d61: [0] o6_pushByte()
push 0
Script 206, offset 0x18d63: [0] o6_pushByte()
push 0
Script 206, offset 0x18d65: [1] o6_pushWord()
push 639
Script 206, offset 0x18d68: [1] o6_pushWord()
push 479
Script 206, offset 0x18d6b: [1C] o90_wizImageOps()
pop 479
pop 639
pop 0
pop 0
pop 1
Script 206, offset 0x18d6d: [0] o6_pushByte()
push 8
Script 206, offset 0x18d6f: [1C] o90_wizImageOps()
pop 8
Script 206, offset 0x18d71: [1C] o90_wizImageOps()
processWizImage: processMode 2
ScummEngine_v72he::captureWizImage(90, 1, [0,0,640,480])
wizPackType1(5, [0,0,640,480])
res.createResource(Image,90,231228)
nukeResource(Image,90)
Code: Select all
pop 14
ensureResourceLoaded(Charset,14)
loadResource(Charset,14)
openRoom(1)
openResourceFile(bluesabctime.(a))
Opening hashed: Q:\SCUMM\Games - Junior\Blue's ABC Time\BluesABCTime.(a)
readRoomOffsets()
res.createResource(Charset,14,24024)
getResourceAddress(Charset,14) == 0231017C
Script 10001, offset 0x17fa6: [0] o6_pushByte()
push 1
Script 10001, offset 0x17fa8: [43] o6_writeWordVar()
pop 1
writeVar(235, 1)
Script 10001, offset 0x17fab: [65] o6_stopObjectCode()
ensureResourceLoaded(Room,6)
loadResource(Room,6)
openRoom(6)
openResourceFile(bluesabctime.(a))
Opening hashed: Q:\SCUMM\Games - Junior\Blue's ABC Time\BluesABCTime.(a)
readRoomOffsets()
res.createResource(Room,6,20704)
getResourceAddress(Room,6) == 02315F64
findResource(RMHD, 2315f64)
ensureResourceLoaded(RoomImage,6)
loadResource(RoomImage,6)
openRoom(6)
res.createResource(RoomImage,6,142908)
BLUE's ABC time crashes
Hi,
I didn't file a bug report because Blue's ABC still not fully playabele according to the documentation.
The game still crashes, as mentioned before in this thread, after putting in your name and clicking on play.
This is also mentioned in http://forums.scummvm.org/viewtopic.ph ... light=abc but sev asks for a bug report in that thread (which I couldn't find)
A run wirh d-10 gives about the same output as mentioned by imahuron ending with
nukeResource(Image,90)
Any help is appreciated!
Cheers,
René
I didn't file a bug report because Blue's ABC still not fully playabele according to the documentation.
The game still crashes, as mentioned before in this thread, after putting in your name and clicking on play.
This is also mentioned in http://forums.scummvm.org/viewtopic.ph ... light=abc but sev asks for a bug report in that thread (which I couldn't find)
A run wirh d-10 gives about the same output as mentioned by imahuron ending with
nukeResource(Image,90)
Any help is appreciated!
Cheers,
René
All the reported problems with Blue's Clues games have been be fixed in ScummVM SVN. Smacker support is available in ScummVM SVN too, so no longer need to convert the videos.
The crash with Blue's ABC Time Activities was caused by memory corruption, that was why debug logs didn't provide any help.
The blank videos were caused by video flags never actually been reset, causing incorrect drawing methods to be used.
The crash with Blue's ABC Time Activities was caused by memory corruption, that was why debug logs didn't provide any help.
The blank videos were caused by video flags never actually been reset, causing incorrect drawing methods to be used.
- ChickenHound
- Posts: 12
- Joined: Sun Jun 07, 2009 11:55 pm
I think some Blues Clues were released under Macintosh- are you using those versions, instead of Windows (I'm probably wrong though).
I always wondered (While I still like the idea that ScummVM runs just about any adventure game) why the team added support for all those Humongous games as I doubt the average ScummVM-er actually would play them.
I always wondered (While I still like the idea that ScummVM runs just about any adventure game) why the team added support for all those Humongous games as I doubt the average ScummVM-er actually would play them.
Most HE games include the Macintosh and Windows version on the same disc, as the exact same data files are used by both ports.ChickenHound wrote:I think some Blues Clues were released under Macintosh- are you using those versions, instead of Windows (I'm probably wrong though).
Because there were a few developers interested enough in their games, to work on expanding the SCUMM game engine to support them.ChickenHound wrote:I always wondered (While I still like the idea that ScummVM runs just about any adventure game) why the team added support for all those Humongous games as I doubt the average ScummVM-er actually would play them.
Heh, that was one of primary reasons why I started to hack on ScummVMChickenHound wrote:I always wondered (While I still like the idea that ScummVM runs just about any adventure game) why the team added support for all those Humongous games as I doubt the average ScummVM-er actually would play them.
Eugene
- ChickenHound
- Posts: 12
- Joined: Sun Jun 07, 2009 11:55 pm
What was the primary reason? The fact that you liked HE games or that you liked that ScummVM plays almost every adventure game?sev wrote:Heh, that was one of primary reasons why I started to hack on ScummVMChickenHound wrote:I always wondered (While I still like the idea that ScummVM runs just about any adventure game) why the team added support for all those Humongous games as I doubt the average ScummVM-er actually would play them.
Eugene
Blue's ABC Time Activities
Has been tested twice as part of 1.0.0 release testing. Maybe the game should be removed from the list in the first post.
Cheers,
René
Cheers,
René