Difference between revisions of "Pegasus"
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Revision as of 14:48, 2 April 2012
Pegasus | ||
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Engine developer | clone2727 | |
Companies that used it | Presto Studios | |
Games that use it | The Journeyman Project: Pegasus Prime | |
Date added to ScummVM | Error: Invalid time. | |
First release containing it | N/A |
Status
- Engine is outside of the tree
- Both full game and demo are completable from the beginning
- Only the Macintosh version is supported
TODO
- Make QuickTime properly stop at a given time
- Videos usually display a frame more than they should
- Implement QuickTime rate control
- Used by the Norad filling station
- Used by the "pressure" mini-game when destroying Poseidon
- Screen fading
- AI data is not restored when the interface is restored
- When loading a game from the pause menu, an interface video unpauses itself somehow and plays
- Energy bar calibration sometimes flashes full before calibrating properly (doesn't always happen)
- Load/save keys
- Code cleanup
- Remove last two global constructed objects
- Propagate a PegasusEngine pointer to various classes
- Cleanup some constant handling
Original Game Bugs
- WSC: Dragging the antidote on the screen on your second trip in always shows the end replication video
- Mars: Cursor shows during the canyon chase after moving it
- Norad Delta: The loop sound for the missile control room is corrupt on the disc; mastering error? But the DVD is broken too!
- General: From the main menu, selecting 'walkthru' does nothing -- the game just resets to adventure.*
- WSC: The "Images/AI/WSC/XN59WD" video is missing causing an AI video not to play.
* items have been fixed