Difference between revisions of "Gob/TODO"

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== Status ==
{{Infobox_TODO|
* Gobliiins 1, Gobliins 2, Goblins 3, The Prophecy, Bargon Attack, Lost in Time and Woodruff are completable.
taskname=Gob Engine TODO|
* A.J's World is playable. No saving + minor glitches.
techcontact=[[Gob]] Engine Team|
* Bambou is completable. Skipping videos breaks palette and animated buttons are currently not looping and blocking mouse.
subsystem=Engine|
* Fascination starts and is playable. All versions are locked in the secret lab.
}}
* Inca II starts and is playable. No space shooter.
* Playtoons start and the story is playable, even if no text is displayed. Creation mode is not fully working.
* The Last Dynasty's videos play but exits after the intro.
* Urban Runner locks up at the hotel, after setting the garbage bin on fire


== Bugs, glitches and ToDos ==
== Bugs, glitches and ToDo's ==
=== 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.
* 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. {{BugTrack|num=1705338}}
* 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. {{BugTrack|num=1786556}}
* 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}}
* Bargon Attack: Graphical glitch when loading a save made on the Bargon bridge after transforming self (the original actor appears as well).
* Goblins 3: 'A Bell' button hotspot disappears. {{Tracker|id=3805}}
* LOST IN TIME: sprite gets corrupted during a dialogue. {{BugTrack|num=2033907}}
* Goblins 3: Chessboard scene reloads after the rat is first used. {{Tracker|id=3986}}
* Goblins 3: 'A Bell' button hotspot disappears. {{BugTrack|num=2016550}}
* Goblins 3: Unable to enter the Battlefield. {{Tracker|id=4022}}
* Goblins 3: Chessboard scene reloads after the rat is first used. {{BugTrack|num=2138762}}
* Goblins 3: Unable to progress through queen's throne room. {{Tracker|id=4016}}
* Goblins 3: Unable to enter the Battlefield. {{BugTrack|num=2392671}}
* Lost in Time: sprite gets corrupted during a dialogue. {{Tracker|id=3839}}
* Goblins 3: Unable to progress through queen's throne room. {{BugTrack|num=2355116}}
* Woodruff: Infinite hypnotic CDs. {{Tracker|id=3750}}
* Woodruff: Infinite hypnotic CDs. {{BugTrack|num=1975099}}
* Woodruff: Access to the Laboratory. {{Tracker|id=3751}}
* Woodruff: Access to the Laboratory. {{BugTrack|num=1975177}}
* Woodruff: Wrong code for safe in temple. {{Tracker|id=3777}}
* Woodruff: Wrong code for safe in temple. {{BugTrack|num=1996714}}
* Woodruff: Bluxtre nut not drawn after leaving it on the ground. {{Tracker|id=3742}}
* Woodruff: Bluxtre nut not drawn after leaving it on the ground. {{BugTrack|num=1971739}}


=== General ===
=== General ===
Line 32: Line 30:


* A few graphical glitches remain:  
* A few graphical glitches remain:  
**{{BugTrack|num=1793356}}
** Goblins 3: double sprite glitch in the queen level {{Tracker|id=3401}}
**{{BugTrack|num=1994369}} (Also happens in the original)
** Lost in Time: sprite gets corrupted during a dialogue {{Tracker|id=3839}}
**{{BugTrack|num=2033907}}
** Lost in Time: palette issue with sprites {{Tracker|id=3838}}
**{{BugTrack|num=2033882}}
** Woodruff: Palette glitch {{Tracker|id=3768}} (Also happens in the original)
**{{BugTrack|num=2037184}} (2 of 3 also happens in the original)
** Woodruff: Graphic glitches {{Tracker|id=3848}} (2 of 3 also happens in the original)
**{{BugTrack|num=2828858}} (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.
== Engine-specific tasks ==
* Add OBC Support (OBC is the new Script system which used in DEV7)


== File-specific tasks ==
== File-specific tasks ==
Line 46: Line 48:
* Add support for other rendering modes (EGA/CGA/Hercules) lega.gdr, l360.gdr, lcga.gdr.
* Add support for other rendering modes (EGA/CGA/Hercules) lega.gdr, l360.gdr, lcga.gdr.


=== music.cpp ===
=== sound/sound.cpp ===
* 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)
=== dbase.cpp ===
* Add support for memo files. A memo file is an external data file .DBT, segmented into "blocks". Each memo field in a record is an index this file.
=== inter_v1.cpp ===
* add implementation for case 55 and 56 in o1_padLoad()
=== inter_v7.cpp ===
* continue the implementation in o7_initScreen()
=== map_v2.cpp ===
* implement case id 65529 in loadMapObjects()


== Game-specific tasks ==
== Game-specific tasks ==
=== Bambou ===
 
* Animated buttons shouldn't block the mouse, and should loop.
=== Adi 2 ===
* Skipping videos breaks the palette.
* 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 ===
=== Fascination ===
* Add support to the RAC file, which is used by the protection of the CD version.
* 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)
* The MDY/TBR player doesn't work at all.
* Some texts are not suppressed when they should be.
* The Amiga and Atari version use a dirty hack to display their texts and several windows
* All the version are locked in the secret lab, as it's currently impossible to pick up the photos. (HotSpots + Window problem)


=== Inca 2 ===
=== Inca 2 ===


* The (hard-coded) space shooter isn't yet implemented.
* The (hard-coded) space shooter isn't yet implemented.
* No saving yet.
* A few graphic glitches remain.
* A few graphic glitches remain.


Line 73: Line 100:
=== Playtoons ===
=== Playtoons ===


* A dirty hack is required to display texts properly.
* Animated buttons shouldn't block the mouse, and should loop.
* Speechs end too early outside the story.
* Creation tool is not working properly.
* Creation tool is not working properly.
* Clicking on a word should spell it, not the first word of the sentence
* Clicking on a word should spell it, not the first word of the sentence
Line 83: Line 107:
* Space shooter is hard-coded there, too.
* Space shooter is hard-coded there, too.
* The game currently loops strangely, thanks to the faked shooter return code.
* The game currently loops strangely, thanks to the faked shooter return code.
* Make the Segmented VMD resources working


=== Urban Runner ===
=== Urban Runner ===


* Lock up at the hotel.
* 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.
=== Woodruff ===
** 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").
* Crash while loading the "Game over" screen for the Rummy game: {{BugTrack|num=1974745}}
*** ~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").

Revision as of 08:57, 23 June 2024

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

Bugs, glitches and ToDo's

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: 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. [Bug #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. [Bug #3392]
  • Goblins 3: 'A Bell' button hotspot disappears. [Bug #3805]
  • Goblins 3: Chessboard scene reloads after the rat is first used. [Bug #3986]
  • Goblins 3: Unable to enter the Battlefield. [Bug #4022]
  • Goblins 3: Unable to progress through queen's throne room. [Bug #4016]
  • Lost in Time: sprite gets corrupted during a dialogue. [Bug #3839]
  • Woodruff: Infinite hypnotic CDs. [Bug #3750]
  • Woodruff: Access to the Laboratory. [Bug #3751]
  • Woodruff: Wrong code for safe in temple. [Bug #3777]
  • Woodruff: Bluxtre nut not drawn after leaving it on the ground. [Bug #3742]

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.)
  • 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 [Bug #3401]
    • Lost in Time: sprite gets corrupted during a dialogue [Bug #3839]
    • Lost in Time: palette issue with sprites [Bug #3838]
    • Woodruff: Palette glitch [Bug #3768] (Also happens in the original)
    • Woodruff: Graphic glitches [Bug #3848] (2 of 3 also happens in the original)
    • Woodruff: GFX Glitches [Bug #4491] (Also happens in the original)

Sound

  • 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.

Engine-specific tasks

  • Add OBC Support (OBC is the new Script system which used in DEV7)

File-specific tasks

video.cpp

  • Add support for other rendering modes (EGA/CGA/Hercules) lega.gdr, l360.gdr, lcga.gdr.

sound/sound.cpp

  • Gobliiins Mac: musmac1.adl isn't played correctly at all.

surface.cpp

  • implement loading of various Picture formats (JPEG,BMP,BRC)

dbase.cpp

  • Add support for memo files. A memo file is an external data file .DBT, segmented into "blocks". Each memo field in a record is an index this file.

inter_v1.cpp

  • add implementation for case 55 and 56 in o1_padLoad()

inter_v7.cpp

  • continue the implementation in o7_initScreen()

map_v2.cpp

  • implement case id 65529 in loadMapObjects()

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. [Bug #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").