Blue's Clues games need testing

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Kirben
Posts: 421
Joined: Wed Sep 21, 2005 12:15 pm
Location: Melbourne, Victoria, Australia

Blue's Clues games need testing

Post by Kirben »

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
Last edited by Kirben on Thu Jan 14, 2010 8:44 am, edited 3 times in total.
imahuron
Posts: 3
Joined: Thu Aug 24, 2006 5:04 pm

Post by imahuron »

Blues ABC Time:
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!!
Blues Birthday Adventure
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
I'll try to compile dxa_player and verify the file is ok.
imahuron
Posts: 3
Joined: Thu Aug 24, 2006 5:04 pm

Post by imahuron »

A quick sample of DXAs that fail to render (black screen):
  • 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
The list isn't complete but I figured it would be a good start. All play fine with dxa_player (will send win32 build to anyone who needs it).

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.
Kirben
Posts: 421
Joined: Wed Sep 21, 2005 12:15 pm
Location: Melbourne, Victoria, Australia

Post by Kirben »

imahuron wrote:Blues ABC Time:
The game crashes at the sign-on screen.
Try running ScummVM via a Command Prompt or MS-DOS Prompt, with a debug level of 10 and report the last few lines before the crash. ie:
scummvm -d10 bluesabctime
imahuron
Posts: 3
Joined: Thu Aug 24, 2006 5:04 pm

Post by imahuron »

I went through a few runs with different results. Each run crashed on the sign on screen but the debug output was different.

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)
Another run:

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)
Truus999
Posts: 123
Joined: Mon Nov 24, 2008 9:19 pm
Location: Amsterdam, Netherlands

BLUE's ABC time crashes

Post by Truus999 »

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
Kirben
Posts: 421
Joined: Wed Sep 21, 2005 12:15 pm
Location: Melbourne, Victoria, Australia

Post by Kirben »

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.
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ChickenHound
Posts: 12
Joined: Sun Jun 07, 2009 11:55 pm

Post by ChickenHound »

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.
Kirben
Posts: 421
Joined: Wed Sep 21, 2005 12:15 pm
Location: Melbourne, Victoria, Australia

Post by Kirben »

ChickenHound wrote:I think some Blues Clues were released under Macintosh- are you using those versions, instead of Windows (I'm probably wrong though).
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 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.
Because there were a few developers interested enough in their games, to work on expanding the SCUMM game engine to support them.
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sev
ScummVM Lead
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Joined: Wed Sep 21, 2005 1:06 pm
Contact:

Post by sev »

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 ScummVM :)


Eugene
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ChickenHound
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Joined: Sun Jun 07, 2009 11:55 pm

Post by ChickenHound »

sev wrote:
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 ScummVM :)


Eugene
What was the primary reason? The fact that you liked HE games or that you liked that ScummVM plays almost every adventure game?
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sev
ScummVM Lead
Posts: 2306
Joined: Wed Sep 21, 2005 1:06 pm
Contact:

Post by sev »

ChickenHound wrote:What was the primary reason? The fact that you liked HE games or that you liked that ScummVM plays almost every adventure game?
Adding support for HE games, so my girls will be able to play these true gems.


Eugene
Truus999
Posts: 123
Joined: Mon Nov 24, 2008 9:19 pm
Location: Amsterdam, Netherlands

Blue's ABC Time Activities

Post by Truus999 »

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
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