Difference between revisions of "SCI/TODO"

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740 bytes removed ,  11:51, 26 January 2010
Merged the bugs observed in FreeSCI, and removed some obsolete ones
(Added a note about sound fading)
(Merged the bugs observed in FreeSCI, and removed some obsolete ones)
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* Castle of Dr. Brain: After puzzle game (room 360), exiting the room throws error "attempt to subtract 2 pointers"
* Castle of Dr. Brain: After puzzle game (room 360), exiting the room throws error "attempt to subtract 2 pointers"
* Castle of Dr. Brain: Saving/Loading the game after puzzle game (room 360) shows an empty grey screen
* Castle of Dr. Brain: Saving/Loading the game after puzzle game (room 360) shows an empty grey screen
* Conquest of the Longbow: In chapter 1, room 110, when Robin meets Little John at the lookout, a signal is sent to a non-object when Little John stops walking. Ignoring this selector modification freezes the screen (this room never worked properly even in FreeSCI)
* Iceman: displays the warning "NodeValue() on a NULL pointer attempted" at numerous points during the map table scene
* Jones in the Fast Lane: statistics are broken (list control), dollar amounts missing (ega/cd) - unsupported string operation in the segment manager, will be fixed soon
* Jones in the Fast Lane: statistics are broken (list control), dollar amounts missing (ega/cd) - unsupported string operation in the segment manager, will be fixed soon
* Island of Dr. Brain: right at the first puzzle clicking on the bricks on the bottom of the screen makes the engine freeze (endless loop)
* Island of Dr. Brain: right at the first puzzle clicking on the bricks on the bottom of the screen makes the engine freeze (endless loop)
* Longbow: In chapter 1, room 110, when Robin meets Little John at the lookout, a signal is sent to a non-object when Little John stops walking. Ignoring this selector modification freezes the screen (this room never worked properly even in FreeSCI)
* Longbow: After leaving the cave and the conversation that follows, a list is not sane anymore (perhaps it's related to pathfinding? There's a relevant warning just before this occurs)
* LSL2: tries to allocate zero bytes of memory when entering Molto Lira.
* LSL5: bartender animation when ordering a whiskey and the rat animation in the room with the drunken man are much too fast
* LSL5: bartender animation when ordering a whiskey and the rat animation in the room with the drunken man are much too fast
* 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
 
* PQ2: calls CanBeHere() with a disposed object in the clip list when Keith enters the car
 
* QFG1 EGA: displays the warning "List node at x is not sane anymore" when the dinosaur snaps at you during the intro
== Bugs from freesci, probably some of them are already solved ==
* SQ3: calls functions from a script which has already been unloaded when Roger climbs up the ladder from the rat cave (the place containing the reactor at the very beginning of the game) - NOTE: This should be fixed in ScummVM, to the best of my knowledge
=== Quest for Glory ===
* The FileSelector (SCI) class used in the import screens in QfG2 and QfG3 has a 'text' pointer, and 'cursor' and 'lsTop'/'topString' pointers that should point to inside 'text'. However, in FileSelector::readFiles, 'text' is freed and reallocated, causing the other pointers to sometimes become invalid.
 
=== Longbow ===
* The sound of the bow in the opening screen is repeated a number of times
* After leaving the cave and the conversation that follows, a list is not sane anymore (perhaps it's related to pathfinding? There's a relevant warning just before this occurs)
 
== Bugs observed from FreeSCI ==
check [http://www-plan.cs.colorado.edu/freesci/darcs/glutton/BUGS-IN-GAMES here]
 
=== Codename: Iceman ===
* displays the warning "NodeValue() on a NULL pointer attempted" at numerous points during the map table scene
 
=== Quest for Glory 1 ===
* displays the warning "List node at x is not sane anymore" when the dinosaur snaps at you during the intro
 
=== Space Quest 3 ===
* calls functions from a script which has already been unloaded when Roger climbs up the ladder from the rat cave (the place containing the reactor at the very beginning of the game) - NOTE: This should be fixed in ScummVM, to the best of my knowledge
 
=== PQ2 ===
* calls CanBeHere() with a disposed object in the clip list when Keith enters the car
 
=== LSL2 ===
* tries to allocate zero bytes of memory when entering Molto Lira.
 
=== QG1 ===
* accesses property 0xf02 in a couple of cases
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