1,119
edits
(added pq3 issue) |
(added pq3 vm issue) |
||
Line 66: | Line 66: | ||
* LSL2: Restoring a game in the first screen moves the cels up by some pixels (e.g. the road sign). Cel positions are fixed when exiting and reentering the scene | * LSL2: Restoring a game in the first screen moves the cels up by some pixels (e.g. the road sign). Cel positions are fixed when exiting and reentering the scene | ||
* LSL5: one screen nearly at the end with text disappears far too quick | * LSL5: one screen nearly at the end with text disappears far too quick | ||
* PQ3: VM goes mad when going in computer to tools / city map / plot crimes (warnings, heap issue (only valgrind/app verifier)) | |||
* QFG1 EGA: displays the warning "List node at x is not sane anymore" when the dinosaur snaps at you during the intro | * QFG1 EGA: displays the warning "List node at x is not sane anymore" when the dinosaur snaps at you during the intro | ||
* QFG1 VGA: when casting open, stack underflow occurs | * QFG1 VGA: when casting open, stack underflow occurs | ||
* QFG1 VGA: when throwing rocks at the target south of town - script 0x3a2 does not have a dispatch table and unexpected request for outgoing references from clone at 002c:0000 occur | * QFG1 VGA: when throwing rocks at the target south of town - script 0x3a2 does not have a dispatch table and unexpected request for outgoing references from clone at 002c:0000 occur | ||
* QFG1 VGA: when winning any random monster fight - attempt to peek invalid memory at 0000:xxxx, segmanager::dereference():attempt to dereference invalid pointer 0000:aa26 occur | * QFG1 VGA: when winning any random monster fight - attempt to peek invalid memory at 0000:xxxx, segmanager::dereference():attempt to dereference invalid pointer 0000:aa26 occur |
edits