Difference between revisions of "SCI/TODO"
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m (correction lsl5) |
(Castle of Dr. Brain computer room issue further investigated) |
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**** During the sierra logo picPort is set to origin 0, 0. Afterwards its set to 0, 10 (like default). If a saved game is restored during that phase, the game doesnt set 0, 10 by itself. So I assume that the original interpreter saved picPort rect and origin into the saved file. We currently dont. Workaround is to wait till after the sierra logo and then restore the game | **** During the sierra logo picPort is set to origin 0, 0. Afterwards its set to 0, 10 (like default). If a saved game is restored during that phase, the game doesnt set 0, 10 by itself. So I assume that the original interpreter saved picPort rect and origin into the saved file. We currently dont. Workaround is to wait till after the sierra logo and then restore the game | ||
*** Unknown | *** Unknown | ||
**** Computer room / left puzzle: during that puzzle the mouse interaction gets broken after the first few pieces got placed. | **** Computer room / left puzzle: during that puzzle the mouse interaction gets broken after the first few pieces got placed. Strangely the mouse interaction fixes itself if one puts pieces back where they initially were. | ||
** Hero's Quest (Quest for Glory 1 EGA) | ** Hero's Quest (Quest for Glory 1 EGA) |
Revision as of 22:16, 31 October 2009
- Known games that can be completed
- Hero's Quest (10/24/2009), Larry 5 (10/19/2009), Larry 6 (10/2009), King's Quest 5 (10/18/2009), King's Quest 6 (10/2009), Space Quest 1 VGA (10/21/2009)
- Known bugs while using newgui (music/sound issues not mentioned)
- Castle of Dr. Brain
- Saving/Restoring
- During the sierra logo picPort is set to origin 0, 0. Afterwards its set to 0, 10 (like default). If a saved game is restored during that phase, the game doesnt set 0, 10 by itself. So I assume that the original interpreter saved picPort rect and origin into the saved file. We currently dont. Workaround is to wait till after the sierra logo and then restore the game
- Unknown
- Computer room / left puzzle: during that puzzle the mouse interaction gets broken after the first few pieces got placed. Strangely the mouse interaction fixes itself if one puts pieces back where they initially were.
- Saving/Restoring
- Castle of Dr. Brain
- Hero's Quest (Quest for Glory 1 EGA)
- Graphics?!
- on character customization screen the percentage bar isnt shown
- VM, music?!?
- after the credits the game is running in an endless loop. No way to save character data
- Graphics?!
- Hero's Quest (Quest for Glory 1 EGA)
- King's Quest 5
- Pathfinding
- on screen that is before getting captured by the big bird isn't working correctly. At least when clicking on the place where one is supposed to go, graham goes backwards. It's possible to get him to the required position but 2-3 mouse clicks are needed
- Pathfinding
- King's Quest 5
- King's Quest 6
- Graphics
- Flickering right in the first room when discovering the chest - caused by 2 lists that are being used on kAnimate, where one contains Alexander - it seems as if the flickering is caused by Alexander not being scaled, so a bigger rect is bitsShow()n. This rect overlaps with the ring animation, that's why it flickers. Should be fixed as soon scaling is implemented.
- Graphics
- King's Quest 6
- Larry 1 (Remake)
- Reason unknown
- bartender animation when ordering a whiskey and the rat animation in the room with the drunken man are much too fast
- Graphics (newgui only)
- doors at the casino wont open. Seems to be an off-by-two error. A workaround is in place till the actual issue is found
- Remarks
- Priority issues in bathroom right at the start are also in original interpreter and not caused by us
- Reason unknown
- Larry 1 (Remake)
- Larry 5
- VM
- one screen nearly at the end with text disappears far too quick
- Music
- When patti is playing piano, the mouse position is set but it doesnt match with the actual music that is being played
- Graphics
- tramps casino: when woman asks about random number, cursor of textedit control is not correctly positioned (i am not able to replicate the issue though there are still problems with textedit control that will get fixed)
- Window placement is not 100% like sierra sci. it seems this only happens on windows with shadows. In sierra sci shadows are shown so actually the window is moved one up. Under our engine the shadow is not there, because the window is outside screen
- Remarks
- during first flight Larry dreams about Patti: she is playing the piano. Strangely this isnt animated, but it is if you save/reload your game. Seems to be a script issue, because original sci does the same thing
- tramps casino: during mud wrestling the script is using cycle counts. Currently its playable but a bit difficult to do cause its quite fast (not a bug but ffs when changing speed throttler)
- almost at the end during last flight, one textbox in the patti conversation gets overdrawn with patti. Happens only in german version and I guess this also happens with original interpreter. I am unable to test this easily because I would need to play through the whole game again
- VM
- Larry 5
- Space Quest 1 (Remake, VGA)
- Graphics
- Ulence Flats - when entering the ship, another ship appears. We see this ship shortly completely and then it starts appearing, probably related to kAssertPalette()
- Some effects missing, definitely non-implemented kAssertPalette()/kPalVary (example: when destroying lasers on kerona)
- Graphics
- Space Quest 1 (Remake, VGA)
- Easy
- rename the sfx/ dir to sound/ or audio/ (it doesn't just deal with "sound effects).
- change the many nice existing function documentation comments to use doxygen syntax
- Change #define lists into enums
- Medium
- Convert stuff from "C pseudo classes" to real classes.
- check for places that use char or unsigned char for boolean values, and change those to bool. Even nicer would be to change it to use enum types whose value names express the intention (SearchOptions.RECURSIVE, GraphicsScaleOptions.2X, etc), but just going for bool will already be a big improvement.
- Replace various generic FreeSCI code by their ScummVM counterparts, where it make sense.
- Check old FreeSCI-scummvm branch / repos by Jordi for change that could be salvaged, e.g. the files
sfx/device/scumm-midi.cpp
andsfx/softseq/scumm-adlib.cpp
, and stuff.
- Difficult
- make the SCI tools compilable (to avoid bitrot, while we change code that they depend on), and finally usable again.
- rewrite the YACC parser code in said.y in pure, readable C++, so we don't need YACC/Bison.
- Design problems of the old gui, fixed in the new one (this section will be removed once the new GUI is finished)
- Turn code into templates in gfx/picfill.cpp (now it generates code via #defines)
- use direct drawing instead of using widgets for rendering to be compatible with SSCI
- fix palette glitch on PIC transition (when changing rooms).
- Bugs
- 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)
- King's Quest 1
- After typing a wrong word, the game attempts to open a file with an empty name
- Quest for Glory
- Bugs observed from FreeSCI (check 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
- SQ1 calls UnLoad() with only one argument when exiting the Ulence Flats bar
- SQ4/Floppy will set the speed to maximum if you access the control panel without tweaking the speed slider. Either tweak the speed slider, or use function keys to access the control panel functionality