Difference between revisions of "SAGA/TODO"
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(Updated the TODO of IHNM) |
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Russian is allowed here. Можно | Russian is allowed here. Можно пи�?ать и по-ру�?�?ки. Я переведу. [sev] | ||
== Status == | == Status == | ||
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* Status line shows wrong strings because instead of loading from resources it substitutes hardcoded ITE strings. | * Status line shows wrong strings because instead of loading from resources it substitutes hardcoded ITE strings. | ||
* After chapter selection AM has intro speech. It is not possible to skip it with ESC. | * After chapter selection AM has intro speech. It is not possible to skip it with ESC. | ||
* Actor animations are all wrong. (It's better now, but is it right yet?) | * Actor animations are all wrong. (It's better now, but is it right yet?). Helen's walking animation is not showing at all. | ||
* | * Some actors do not move, e.g. Helen, as mentioned above | ||
** It seems that depth image isn't correct. Different format? | * Actor "zapping" animations are not shown. This is perhaps because sfSwapActors() is not implemented yet | ||
* It seems that depth image isn't correct. Different format? | |||
* I've seen no stepzones so far. Probably their format has changed and they aren't loaded | * I've seen no stepzones so far. Probably their format has changed and they aren't loaded | ||
* Psychic Profile display. Underlying variables seem to be deciphered. | * Psychic Profile display. Underlying variables seem to be deciphered. | ||
* Options panel | * Options panel shows up without textures on the buttons and some options are not functioning yet (e.g. the load/save dialogs) | ||
* There is no way to select monitors with Ted. Perhaps it's a problem with whichObject() | |||
* Verbs are messed up. They show correctly now, but the action they're associated with is wrong. Try looking at the bunk with Garrister, for example, and he'll perform the "Use" action instead. Perhaps a problem with whichObject(), yet again | |||
* There's currently a hack with the verb enums, which adds a +2 to every verb, which was necessary to make all the verbs appear correctly. As mentioned above, this is probably wrong and should be fixed properly | |||
== ITE ToDos == | == ITE ToDos == |
Revision as of 10:06, 16 May 2007
Russian is allowed here. Можно пи�?ать и по-ру�?�?ки. Я переведу. [sev]
Status
ITE is completable with rare minor gfx glitches. IHNM shows complete intro
IHNM ToDos
- Status line shows wrong strings because instead of loading from resources it substitutes hardcoded ITE strings.
- After chapter selection AM has intro speech. It is not possible to skip it with ESC.
- Actor animations are all wrong. (It's better now, but is it right yet?). Helen's walking animation is not showing at all.
- Some actors do not move, e.g. Helen, as mentioned above
- Actor "zapping" animations are not shown. This is perhaps because sfSwapActors() is not implemented yet
- It seems that depth image isn't correct. Different format?
- I've seen no stepzones so far. Probably their format has changed and they aren't loaded
- Psychic Profile display. Underlying variables seem to be deciphered.
- Options panel shows up without textures on the buttons and some options are not functioning yet (e.g. the load/save dialogs)
- There is no way to select monitors with Ted. Perhaps it's a problem with whichObject()
- Verbs are messed up. They show correctly now, but the action they're associated with is wrong. Try looking at the bunk with Garrister, for example, and he'll perform the "Use" action instead. Perhaps a problem with whichObject(), yet again
- There's currently a hack with the verb enums, which adds a +2 to every verb, which was necessary to make all the verbs appear correctly. As mentioned above, this is probably wrong and should be fixed properly
ITE ToDos
- Amiga versions of the game would be nice to support. Though Amiga porter which once appeared at our forums doesn't reply to sev's letters. Maybe another dev should try that?
- Original DOS demo. It is based on very early version of engine, so many structures are different. I've mapped most of resources but they stay untested.
- Move actors and objects list to our code. I've found them but not yet processed.
- Requests
- We need to find out where following functions are called:
- SF_cycleColors -- all implementation bits sit in palanim.cpp
- sfPlayVoice -- used in ITE CD
- There are currently two versions of ITE that are not uniquely identified: the Wyrmkeep "Win32 CD Version" and the original "DOS/Win32 CD Version". When adding games, the user gets to do the disambiguation, but what happens with the detection when playing the game?
- We need to find out where following functions are called:
- BUGS
- Occasional graphics glitches in ISO rooms. (At least in the Rats maze.) Most notable when entering rounded doors. (3d draw sequence is wrong)
- pressing ESC during making fire - brokes anim sequence
- Interface
- wrong Option button draw sequence - some dots have inproper color.
- handleConverseUpdate scrolls converse too quickly.
- handleCommandUpdate scrolls inventory too quickly.
- ORIGINAL ENGINE BUGS
- Actors are drawn (some pixels above status bar) at Chota's falling. - Original engine draws its too - so it is not our bug
Long-term ToDos
Bugs/misfeatures
- Make actor animation Event-driven. See FIXME in actor.cpp. Maybe it should be INTERVAL_EVENT
- Inspect Font module - free memory, GameFontIds <-> FONT_ID
- In many places RSC_LoadResource() is called but memory is not freed afterwards, i.e. there is a huge leak
- Optimize screen output. Now we blit whole screen for each frame.
- When using the original XMIDI music resources, some songs play at the wrong speed. The worst example I've heard of this is the "Elk Fanfare" during the intro. It could be the meta events we don't handle, but at least the tempo event doesn't seem to make any difference. Maybe something in the data header instead...?
- Remove use of floating point, especially doubles.