Difference between revisions of "Gob/TODO"

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surface.cpp todo add support for picture formats
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== Status ==
{{Infobox_TODO|
* Gobliiins 1, Gobliins 2, Goblins 3, The Prophecy and Bargon Attack are completable.
taskname=Gob Engine TODO|
* Woodruff starts, the intro plays and the scripts enter the main loops. Woodruff himself isn't handled correctly.
techcontact=[[Gob]] Engine Team|
* Lost in Time is playable, perhaps even completable. Title doesn't show.
subsystem=Engine|
* A.J's World is playable. Saving anything doesn't work, plus minor glitches.
}}
* Inca II starts and is playable, but hangs when a space shooter sequence should start.


== Port-specific problems ==
== Bugs, glitches and ToDo's ==
* Goblins 3: Broken scrolling on SymbianOS. Game is '''not completable'''. [http://forums.scummvm.org/viewtopic.php?t=4064 (Forum Post)]
* Goblins 3 CD: Crash on each character close-up on the PSP and Dreamcast. Game is '''not completable'''. [http://sourceforge.net/tracker/?func=detail&aid=1742029&group_id=37116&atid=418820 (#1742029)]
 
== Bugs, glitches and ToDos ==
=== Script bugs ===
=== Script bugs ===
* Bargon Attack: Graphical glitch when loading a save made on the Bargon bridge after transforming self (the original actor appears as well).
* Fascination: Some versions have incorrect timing in several places as they used loading time. Fixing the scripts is required in those cases (before entering the lab was the most visible example) - '''Now fixed in Amiga and Atari versions'''
* Fascination: The game sometimes hangs in the parking lot when the card is used directly, without the code. - '''This also occurs in the original exe'''
* Gobliins 2: Leaving Vivalzart's screen and returning after putting the mushroom into the machine yields another mushroom in the inventory. Letting Winkle use that one with the machine locks him up.
* Gobliins 2: Leaving Vivalzart's screen and returning after putting the mushroom into the machine yields another mushroom in the inventory. Letting Winkle use that one with the machine locks him up.
* Bargon Attack: Graphical glitch when loading a save made on the Bargon bridge after transforming self (the original actor appears as well).
* Gobliins 2: In music land, trying to switch the screen should be prohibited by the scripts, but isn't. A workaround keeps ScummVM from crashing and shows a dialog box instead. {{Tracker|id=3155}}
* Gobliins 2: In the bubble screen, the game lets you try to release the prince before acquiring the safety pin, leaving you in an unfinishable state. {{Tracker|id=3392}}
* Goblins 3: 'A Bell' button hotspot disappears. {{Tracker|id=3805}}
* Goblins 3: Chessboard scene reloads after the rat is first used. {{Tracker|id=3986}}
* Goblins 3: Unable to enter the Battlefield. {{Tracker|id=4022}}
* Goblins 3: Unable to progress through queen's throne room. {{Tracker|id=4016}}
* Lost in Time: sprite gets corrupted during a dialogue. {{Tracker|id=3839}}
* Woodruff: Infinite hypnotic CDs. {{Tracker|id=3750}}
* Woodruff: Access to the Laboratory. {{Tracker|id=3751}}
* Woodruff: Wrong code for safe in temple. {{Tracker|id=3777}}
* Woodruff: Bluxtre nut not drawn after leaving it on the ground. {{Tracker|id=3742}}


=== General ===
=== General ===
* Mouse cursor sometimes shown when it shouldn't and vice versa. (Introduced when I changed cursor handling to the CursorManager; my solution isn't all that great, apparently.)
* Mouse cursor sometimes shown when it shouldn't and vice versa. (Introduced when I changed cursor handling to the CursorManager; my solution isn't all that great, apparently.)
* The number of used jokers isn't saved correctly: you'll always have 5 to spend again after loading. This is a result of using individual files for each save slot and letting the user exit with CTRL-Q (the number of jokers is saved globally for the whole game and only when exiting using the menu).
* The number of used jokers isn't saved correctly: you'll always have 5 to spend again after loading. This is a result of using individual files for each save slot and letting the user exit with CTRL-Q (the number of jokers is saved globally for the whole game and only when exiting using the menu).
=== Graphics ===
* A few graphical glitches remain:
** Goblins 3: double sprite glitch in the queen level {{Tracker|id=3401}}
** Lost in Time: sprite gets corrupted during a dialogue {{Tracker|id=3839}}
** Lost in Time: palette issue with sprites {{Tracker|id=3838}}
** Woodruff: Palette glitch {{Tracker|id=3768}} (Also happens in the original)
** Woodruff: Graphic glitches {{Tracker|id=3848}} (2 of 3 also happens in the original)
** Woodruff: GFX Glitches {{Tracker|id=4491}} (Also happens in the original)


=== Sound ===
=== Sound ===
* Ween: Wrong speaker sound when putting away items on some machines.
* Ween: Wrong speaker sound when putting away items on some machines.
* Fascination: The duration of short sounds is sometimes incorrect. The most obvious problem is the sound of the keys of the phone: the sound is not played for each key (first room). This may be similar to the Ween sound issue.


=== Video ===
== Engine-specific tasks ==
* VMD: Videos with 16bit sound have occasional broken sound frames, especially in the initial buffers fill. I seem to use the wrong initial samples for the DPCM-decoding.
* Add OBC Support (OBC is the new Script system which used in DEV7)
* VMD: No stereo sound.


== File-specific tasks ==
== File-specific tasks ==
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=== music.cpp ===
=== music.cpp ===
* Gobliins 2: The intro music has broken percussions. The stand-alone player plays it correctly, so it's either a bug I introduced or a bug in the AdLib emulator.
* Gobliiins Mac: musmac1.adl isn't played correctly at all.
* Gobliiins Mac: musmac1.adl isn't played correctly at all.
=== surface.cpp ===
* implement loading of various Picture formats (JPEG,BMP,BRC)
== Game-specific tasks ==
=== Adi 2 ===
* Add missing opcodes.
* Add support for Applications.
=== Adi 4 ===
* Add missing opcodes.
* Add support for Applications. (Geographie kind of works, compared to the main Environment itself)
=== Adibou 1 ===
* Implement workaround for German CD version, so that the user can use both Applications 4-6 Years and 6-7 Years. {{Tracker|id=14553}}
** Potential solution: if BOUALL.ITK exists from example from 4-6 Years and you have to copy the 6-7 Years BOUALL.ITK as BOUALL67.ITK, and then if only BOUALL.ITK is found use 4-6 only and if both are found open an Dialog window from ScummVM, which let you choice the the Application you want to play.
** Current Workaround: ScummVM's detection is aware of these two versions, so you can one directory and copy both CD contents into one Folder and you can choice between 4-6 Years and 6-7 Years from the ScummVM Launcher.
=== Adibou 2 ===
* Add Printer support
* Add Microphone support
* Add support for the other Applications (Music, Sciences, English)
=== Fascination ===
* Add support to the [[RAC file]], which is used by the protection of the CD version. (not really required, the game works with extracted STKs)
=== Inca 2 ===
* The (hard-coded) space shooter isn't yet implemented.
* A few graphic glitches remain.
=== Little Red Riding Hood ===
* Handle direction keys, so that the arcade part is playable
=== Playtoons ===
* Creation tool is not working properly.
* Clicking on a word should spell it, not the first word of the sentence
=== The Last Dynasty ===
* Space shooter is hard-coded there, too.
* The game currently loops strangely, thanks to the faked shooter return code.
* Make the Segmented VMD resources working
=== Urban Runner ===
* When mousing over the register in the hotel action sequence, the inventory pops up.
* Corrupt encoded frames in videos are skipped or masked by original interpreter. Need to do the same.
** Most of these are now detected and corrected masked, but three cases still remain as of 2011-04-26:
*** < 1sec white glitch in video triggered when Max approaches Door in Basement ("mxport2").
*** ~1sec white glitch in video as Adda escapes from warehouse.
*** Large red/orange glitch in Inspector Van Dell video shown after Max complete Pool Hall entry ("sn6").
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