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== | {{Infobox_TODO| | ||
taskname=Gob Engine TODO| | |||
techcontact=[[Gob]] Engine Team| | |||
subsystem=Engine| | |||
}} | |||
== Bugs, glitches and ToDo's == | |||
== Bugs, glitches and | |||
=== Script bugs === | === Script bugs === | ||
* Vivalzart | * 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. {{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 ( | * 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 {{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 === | ||
* Wrong speaker sound when putting away items | * 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 == | ||
=== video.cpp === | === video.cpp === | ||
* 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. | ||
=== 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. {{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"). |
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").
- Most of these are now detected and corrected masked, but three cases still remain as of 2011-04-26: