Difference between revisions of "Gob/TODO"

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== Status ==
{{Infobox_TODO|
The engine now runs with graphical output, partial input is implemented, there are some minor graphical glitches and unimplemented features. It was played successfully up to 5th screen with no crash. Probably whole game is completable. The code is not endian-safe, JoostP is looking into this as time permits.
taskname=Gob Engine TODO|
techcontact=[[Gob]] Engine Team|
subsystem=Engine|
}}


== Problematic places ==
== Bugs, glitches and ToDo's ==
* map_loadDataFromAvo() in map.cpp. These are plain calls to memcpy() so all read data is not endian safe and moreover it could read wrong size if sizeof(structure) is used in length calcualtion. All structures should be unwind, i,e, read element by element and FROM_LE_XX wraps applied.
=== 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. {{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}}


* data_readData(). Same as above.
=== 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).


* int32 *gob_curGobStateVarPtr and all gob_*Ptr variables. They all map directly into data, and have to be fixed.
=== Graphics ===


== Showstoppers/Overall bugs ==
* A few graphical glitches remain:
* Lack of keyboard input doesn't let enter screen code.
** Goblins 3: double sprite glitch in the queen level {{Tracker|id=3401}}
* Lack of character output. Cutscenes and screen code miss text.
** Lost in Time: sprite gets corrupted during a dialogue {{Tracker|id=3839}}
* Screen is not wiped out properly between fade in/fade outs
** Lost in Time: palette issue with sprites {{Tracker|id=3838}}
* Fade out leaves yellow background
** Woodruff: Palette glitch {{Tracker|id=3768}} (Also happens in the original)
* Menu cannot be called due to deficient keyboard input
** 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)


== More on Endianness and Alignment ==
=== Sound ===
'''Assignee:''' Carthag.
* Ween: Wrong speaker sound when putting away items on some machines.
''I am going to work on this, this Sunday. I will initlally confine myself to game.cpp, and then start migrating the changes to wherever the files are accessed.''
* 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.


It crashes now in game.cpp function game_loadExtTable() at
== Engine-specific tasks ==
data_readData().
* Add OBC Support (OBC is the new Script system which used in DEV7)
* Add FNT Support (FNT is the Font format for earlier games (Its already tested in the original Engine when you take an FNT from an older game and insert it into the archives and adjust as an Test the Filename and rename the extension from FNT to LET you can use the old font in an newer GOB game.) So we only have to allow the older Fonts read as an LET file then it should work.


This is all bad. Whole game tries to read structures directly without parsing them.  
== File-specific tasks ==
Problems which it arises:
=== video.cpp ===
* sizeof(struct) is bigger than sum of sizes of its elements on most systems due to alignment. This is why it crashes now
* 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.


* Endianness is not honoured
=== surface.cpp ===
* implement loading of various Picture formats (JPEG,BMP,BRC)


What we should do here is get rid of both data_openData and data_readData()
=== dbase.cpp ===
and write function with this prototype (give it proper name):
* 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.


  MemoryReadStream data_getData(const char *filename, const char *chunkname);
=== inter_v1.cpp ===
* add implementation for case 55 and 56 in o1_padLoad()


It will read whole named chunk and return a stream of it. So code using it
=== inter_v7.cpp ===
will look as follow:
* continue the implementation in o7_initScreen()


  chunk = new data_getData("intro.stk", "intro.tot");
=== map_v2.cpp ===
  foo.a = chunk.readUint32LE();
* implement case id 65529 in loadMapObjects()
  chunk.read(foo.b, 20);
  delete chunk;


MemoryReadStream will track end of chunk by itself, so no additional code is needed.
== Game-specific tasks ==


All places should be revisited and rewritten as every one will cause problems.
=== Adi 2 ===
* Add missing opcodes.
* Add support for Applications.


This will let us get rid of file_open() too which is an implementation of
=== Adi 4 ===
an ugly idea.
* Add missing opcodes.
* Add support for Applications. (Geographie kind of works, compared to the main Environment itself)


==== Update ====
=== Adibou 1 ===
''sev:'' As a temporary solution I fixed that with such code:
* 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)


  data_readData(game_extHandle, (char *)&game_extTable->items[i].offset, 4);
=== Fascination ===
  game_extTable->items[i].offset = FROM_LE_32(game_extTable->items[i].offset);
* 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)
  data_readData(game_extHandle, (char *)&game_extTable->items[i].size, 2);
  game_extTable->items[i].size = FROM_LE_16(game_extTable->items[i].size);


which is ugly, difficult to read but feasible until proper object-oriented implementation will be done
=== Inca 2 ===


== Main and long-term goals ==
* The (hard-coded) space shooter isn't yet implemented.
* Make thing work
* A few graphic glitches remain.
* Convert it to C++ classes. This should be done on per-file basis and keep in mind that we should make it to resemble original code al little as possible.
* Endianness fixes


== File-specific tasks ==
=== Little Red Riding Hood ===
=== gob.cpp ===
 
* Write proper game detection. (MD5-based?)
* Handle direction keys, so that the arcade part is playable
 
=== Playtoons ===


=== map.cpp ===
* Creation tool is not working properly.
* See FIXME comment. All calls to map_loadDataFromAvo() should be made endianness and alignment-safe.
* Clicking on a word should spell it, not the first word of the sentence


=== sound.cpp ===
=== The Last Dynasty ===
* Has yet to be written from sound.asm


=== text.cpp ===
* Space shooter is hard-coded there, too.
* This file should be removed and is not currently required for compilation but we need to inspect which variables does it set and to which values and convert them to our Config Manager. We should support all video outputs and at least PC speaker and Adlib.
* The game currently loops strangely, thanks to the faked shooter return code.
* Make the Segmented VMD resources working


=== util.cpp ===
=== Urban Runner ===
* Get rid of rand() and use RandomSource


=== video.cpp ===
* When mousing over the register in the hotel action sequence, the inventory pops up.
'''Assignee:''' JoostP is working on these
* Corrupt encoded frames in videos are skipped or masked by original interpreter. Need to do the same.
* Implement <strike>pDrawSprite</strike>, <strike>pFillRect</strike>, pDrawLine, <strike>pPutPixel</strike>, pDrawletter, pDrawPackedSprite functions from the VGA driver (lvga.gdr)
** Most of these are now detected and corrected masked, but three cases still remain as of 2011-04-26:
* Classify
*** < 1sec white glitch in video triggered when Max approaches Door in Basement ("mxport2").
* Add support for other rendering modes (EGA/CGA/Hercules)
*** ~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").

Latest revision as of 16:02, 9 July 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)
  • Add FNT Support (FNT is the Font format for earlier games (Its already tested in the original Engine when you take an FNT from an older game and insert it into the archives and adjust as an Test the Filename and rename the extension from FNT to LET you can use the old font in an newer GOB game.) So we only have to allow the older Fonts read as an LET file then it should work.

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").