Difference between revisions of "Parallaction/TODO"

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(BRA and TBB todo's.)
(Use Tracker template instead of BugTrackSF)
 
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{{Infobox_TODO|
taskname=Parallaction Engine TODO|
techcontact=[[Parallaction]] Engine Team|
subsystem=Engine|
}}
== General ==
== General ==


* make a clean implementation of double-buffering, with centralized updateScreen(). This would significantly deviate from the original engine, but may be the only way to effectively implement hardware-based effects (like half-brite). Other versions of the engine will surely benefit from a clean approach, too. See [[How Parallaction should draw things]].
* Merge input loops: make one input routine for menu, one for dialogue and one for _c_endIntro (possibly merge it with menu). It would be probably needed as part of the new double-buffering implementation. Should be worthy to investigate if it can be made '''before'''.
* merge input loops: make one input routine for menu, one for dialogue and one for _c_endIntro (possibly merge it with menu). It would be probably needed as part of the new double-buffering implementation. Should be worthy to investigate if it can be made '''before'''.
* Mark all global variables with standard g_ prefix, prior to looking at whether they can be refactored into engine member variables.


== Nippon Safes ==


* Minor graphics glitch in the finale credits scene, where they're drawn behind a texture on the wall i.e. z-order glitch {{Tracker|id=5866}}.


== Nippon Safes ==
DOS:
* Sound broken in Multi-lingual DOS variant {{Tracker|id=5857}}. Need to check if this is still occuring.


Amiga issues (low-importance):
Amiga:
* The spotlight in the night club should come to a post before Donna enters the stage {{BugTrack|num=2438549}}. The original used a blocking routine to do so.
* The spotlight in the night club should come to a post before Donna enters the stage {{Tracker|id=4041}}. The original used a blocking routine to do so.
* Make proper balloons with rounded corners for dialogues [needs a polygon fill routine].
* Make proper balloons with rounded corners for dialogues [needs a polygon fill routine].
 
* Add workaround for a bad character in the English version speech for the Final safe scene. This manifests as an invalid character, rather than the word "Company" in one of the texts.
Bugs which occur in the original:
* Museum Caveau control panel - "Push the button" verb appears when it shouldn't {{Tracker|id=4821}}.
* Dino refuses to talk (Amiga/French). {{BugTrack|num=1823968}}
* In some locations, the explanation overlay object labels can get stuck {{Tracker|id=4815}}.
 
** Eternal Rest Hotel: "telephone" keeps stuck until the door-keeper is gone.
** Sumo Wrestler "suite": "knock" will be stuck until the cutscene is played.
** Emperors mansion: Talking to the emperor in duisguise has "cabinet" floating beneath the cursor until the dialogue is finished.
* Nippon Safes can be purchased as part of Cloanto's "Amiga Forever 2012" collection. Unfortunately, the disk images used have a corrupted Disk 3, which crashes under WinUAE. We may want to add detection and warning about this version.


== Big Red Adventure ==
== Big Red Adventure ==


* Implement music commands.
* Implement Save/Load.
* Implement missing music commands.
* Implement non-blocking fades/other gfx (need some updates to the input loop).
* Implement non-blocking fades/other gfx (need some updates to the input loop).
* Fix mouse cursor hide/show. Mouse cursor incorrectly hidden currently (2011-01-13):
** Re-entering the first room (DOS BRA Demo only).
** The guy trying to sell you a watch in the park in Part 1.
** The end of Part 2 when a banana is thrown.
* Animation graphics glitch with Museum tour guide's mouth during introduction. Looks like a misalignment of the overlay sprite or possibly a z-ordering bug.
* Game completable up until Park in Part 1, where it is possible for Ego to get stuck in various places, making it almost impossible to complete these screens. Looks like a remaining bug in pathfinding algorithm.
* Pathfinding lockup upon entry to Romanov Burger in Part 1. Stuck on table in bottom-left corner on entry.
Script bugs:
* a zone called 'occorig' is defined in location 'camalb' in all versions of the game, whereas 'eccorig' is needed.


Amiga:
Amiga:
* Find out how cursors are stretched.
* Cursor loading broken/corrupted i.e. Find out how cursors are stretched.
* Correctly position text in dialogue balloons
* Correctly position text in dialogue balloons (Try using remote control on TV in hotel room i.e. first scene for example).
 
* Location text i.e. between scenes, is not displayed.
 


== Tequila & Boom Boom ==
== Tequila & Boom Boom ==


Implement everything ;)
Implement everything ;)

Latest revision as of 17:08, 21 February 2016

TODO List
Name Parallaction Engine TODO
Technical Contact(s) Parallaction Engine Team
Subsystem Engine

General

  • Merge input loops: make one input routine for menu, one for dialogue and one for _c_endIntro (possibly merge it with menu). It would be probably needed as part of the new double-buffering implementation. Should be worthy to investigate if it can be made before.
  • Mark all global variables with standard g_ prefix, prior to looking at whether they can be refactored into engine member variables.

Nippon Safes

  • Minor graphics glitch in the finale credits scene, where they're drawn behind a texture on the wall i.e. z-order glitch [Bug #5866].

DOS:

  • Sound broken in Multi-lingual DOS variant [Bug #5857]. Need to check if this is still occuring.

Amiga:

  • The spotlight in the night club should come to a post before Donna enters the stage [Bug #4041]. The original used a blocking routine to do so.
  • Make proper balloons with rounded corners for dialogues [needs a polygon fill routine].
  • Add workaround for a bad character in the English version speech for the Final safe scene. This manifests as an invalid character, rather than the word "Company" in one of the texts.
  • Museum Caveau control panel - "Push the button" verb appears when it shouldn't [Bug #4821].
  • In some locations, the explanation overlay object labels can get stuck [Bug #4815].
    • Eternal Rest Hotel: "telephone" keeps stuck until the door-keeper is gone.
    • Sumo Wrestler "suite": "knock" will be stuck until the cutscene is played.
    • Emperors mansion: Talking to the emperor in duisguise has "cabinet" floating beneath the cursor until the dialogue is finished.
  • Nippon Safes can be purchased as part of Cloanto's "Amiga Forever 2012" collection. Unfortunately, the disk images used have a corrupted Disk 3, which crashes under WinUAE. We may want to add detection and warning about this version.

Big Red Adventure

  • Implement Save/Load.
  • Implement missing music commands.
  • Implement non-blocking fades/other gfx (need some updates to the input loop).
  • Fix mouse cursor hide/show. Mouse cursor incorrectly hidden currently (2011-01-13):
    • Re-entering the first room (DOS BRA Demo only).
    • The guy trying to sell you a watch in the park in Part 1.
    • The end of Part 2 when a banana is thrown.
  • Animation graphics glitch with Museum tour guide's mouth during introduction. Looks like a misalignment of the overlay sprite or possibly a z-ordering bug.
  • Game completable up until Park in Part 1, where it is possible for Ego to get stuck in various places, making it almost impossible to complete these screens. Looks like a remaining bug in pathfinding algorithm.
  • Pathfinding lockup upon entry to Romanov Burger in Part 1. Stuck on table in bottom-left corner on entry.

Script bugs:

  • a zone called 'occorig' is defined in location 'camalb' in all versions of the game, whereas 'eccorig' is needed.

Amiga:

  • Cursor loading broken/corrupted i.e. Find out how cursors are stretched.
  • Correctly position text in dialogue balloons (Try using remote control on TV in hotel room i.e. first scene for example).
  • Location text i.e. between scenes, is not displayed.

Tequila & Boom Boom

Implement everything ;)