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Difference between revisions of "SAGA/TODO"

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** Chapter 2 (Ellen): Not fully tested
** Chapter 2 (Ellen): Not fully tested
** Chapter 3 (Benny): Not fully tested
** Chapter 3 (Benny): Not fully tested
** Chapter 4 (Nimdok): Not fully tested
** Chapter 4 (Nimdok): Not completeable, it's impossible to use the scalpel with the doctor in the surgery room
** Chapter 5 (Ted): Not completeable, it's impossible to interact with the icon in the chapel or the books in the room of the witch
** Chapter 5 (Ted): Not completeable, it's impossible to interact with the icon in the chapel or the books in the room of the witch
** Chapter 6 (Endgame): Not possible to test yet
** Chapter 6 (Endgame): Not possible to test yet
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=== General ===
=== General ===
* ['''Important'''] Implement sfScriptGotoScene differences for IHNM, which will allow to go back to the character selection screen once a chapter is complete
* ['''Important'''] Implement sfScriptGotoScene differences for IHNM, which will allow to go back to the character selection screen once a chapter is complete
* Implement several missing script functions (e.g. sfScriptFade, sfScriptStartVideo, sfScriptReturnFromVideo, sfScriptEndVideo etc) and functions (e.g. restoreScreen)
* Implement several missing script functions (e.g. sfScriptFade, sfScriptStartVideo, sfScriptReturnFromVideo, sfScriptEndVideo etc) and functions (e.g. restoreScreen)
* When doing a good deed which raises the spiritual barometer (e.g. when Gorrister is wiping his hands on the tablecloth), the music should change to a more "light" theme. This is not happening in ScummVM
* Conversation options are not shown correctly (wrong colors). Also, if a conversation option is selected, the character does not say it and we immediately jump to the other character's reply instead
* Conversation options are not shown correctly (wrong colors). Also, if a conversation option is selected, the character does not say it and we immediately jump to the other character's reply instead
* Psychic Profile display. Underlying variables seem to be deciphered.
* Psychic Profile display. Underlying variables seem to be deciphered.
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* When the spiritual barometer changes, the character's portrait changes to "happy" or "sad", but the background color is updated after moving to another screen
* When the spiritual barometer changes, the character's portrait changes to "happy" or "sad", but the background color is updated after moving to another screen
* Actor::getActorFrameRange keeps throwing wrong frametypes 0x0 and 0x2 for actorId 0x2000 and 0x2001 during character selection
* Actor::getActorFrameRange keeps throwing wrong frametypes 0x0 and 0x2 for actorId 0x2000 and 0x2001 during character selection
* In-game animations are not shown, because of the unimplemented sfScriptStartVideo(), sfScriptEndVideo()  and sfScriptReturnFromVideo() opcodes


=== Chapter 1: Gorrister ===
=== Chapter 1: Gorrister ===
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* The hatch inside the zeppelin is not drawn correctly
* The hatch inside the zeppelin is not drawn correctly
* When trying to climb up the stairs to the second floor of the zeppelin with Gorrister, the game tries to disable the hitzone of the tear at the end of the corridor, however the hitzone returned is wrong. Currently, the hitzone is not disabled using a hack in the code, which makes the staircase work correctly in that room, thus preventing a crash.
* When trying to climb up the stairs to the second floor of the zeppelin with Gorrister, the game tries to disable the hitzone of the tear at the end of the corridor, however the hitzone returned is wrong. Currently, the hitzone is not disabled using a hack in the code, which makes the staircase work correctly in that room, thus preventing a crash.
* Some in-game animations are not shown in ScummVM:
* Some in-game animations are not shown in ScummVM (look at the general TODOs section)
** in the screen just outside the tear, where Gorrister's heart is, when trying to pick up the heart with the rope placed, there should be an animation where Gorrister is picking up his heart, which is not shown in ScummVM
** in the screen just outside the tear, where Gorrister's heart is, when trying to pick up the heart with the rope placed, there should be an animation where Gorrister is picking up his heart, which is not shown in ScummVM
** when using the knife on an air bag, there should be an animation where the bag is losing gas
** when using the knife on an air bag, there should be an animation where the bag is losing gas
** the zeppelin landing animation is not shown
** the zeppelin landing animation is not shown
These and many other animations are not shown because of the unimplemented sfScriptStartVideo() and sfScriptReturnFromVideo() opcodes
** the zeppelin takeoff animation is not shown
** the animation of Gorrister killing Max in the honky tonk is not shown
* sfPlaceActor throws a "Wrong frameOffset 0x1" warning when using the knife to scare the mice away in the kitchen
* sfPlaceActor throws a "Wrong frameOffset 0x1" warning when using the knife to scare the mice away in the kitchen
* Using the jukebox in the honky-tonk changes "use" to "use with". Perhaps an issue with whichObject()
* Using the jukebox in the honky-tonk changes "use" to "use with". Perhaps an issue with whichObject()
* Looking at the cages in the zeppelin's engine room can cause ScummVM to crash
* Looking at the cages in the zeppelin's engine room can cause ScummVM to crash
* If you look outside the porthole in the room where the gun is (Gorrister's chapter, exit starting room, go left and enter the right door), the screen will change, showing the ship's engine. However, after the animation is complete, the scene diesn't update properly to show the room again, and it shows the last frame of the engine animation instead. This occurs because of the unimplemented parts of Anim::returnFromCutaway(), in particular the missing restoreScene() function
* If you look outside the porthole in the room where the gun is (Gorrister's chapter, exit starting room, go left and enter the right door), the screen will change, showing the ship's engine. However, after the animation is complete, the scene diesn't update properly to show the room again, and it shows the last frame of the engine animation instead. This occurs because of the unimplemented parts of Anim::returnFromCutaway(), in particular the missing restoreScene() function
* When doing a good deed which raises the spiritual barometer with Gorrister (e.g. when Gorrister is wiping his hands on the tablecloth), the music should change to a more "light" theme. This is not happening in ScummVM


=== Chapter 2: Ellen ===
=== Chapter 2: Ellen ===
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=== Chapter 4: Nimdok ===
=== Chapter 4: Nimdok ===
['''Important'''] It's not possible to use the scalpel with the doctor in the surgery room. This makes it impossible to complete Nimdok's chapter
* When Nimdok enters the hospital at the beginning of the chapter and talks with the other doctor, the text of their dialog goes off screen
* When Nimdok enters the hospital at the beginning of the chapter and talks with the other doctor, the text of their dialog goes off screen
* Some in-game animations are not shown in ScummVM (look at the general TODOs section)
** The animation of the golem killing Nimdok is not shown


=== Chapter 5: Ted ===  
=== Chapter 5: Ted ===  
* ['''Important'''] It's not possible to interact with the icon in the chapel (e.g look at it, take it). This makes it impossible to complete Ted's chapter
* ['''Important'''] It's not possible to interact with the icon in the chapel (e.g look at it, take it). This makes it impossible to complete Ted's chapter
* ['''Important'''] When trying to interact with the books in the room of the witch, Ted turns around and moves out of the room. This makes it impossible to complete Ted's chapter. This seems to be related to the (now closed) ITE bug #1328045
* ['''Important'''] When trying to interact with the books in the room of the witch, Ted turns around and moves out of the room. This makes it impossible to complete Ted's chapter. This seems to be related to the (now closed) ITE bug #1328045. Perhaps a walk with the pathfinding algorithm
* When a wrong monitor is selected with Ted, normally the door closes, screen goes black and AM says "Oh oh oh sorry Ted, try again", and we're taken to the character selection screen again. ScummVM just exits, because this case is currently not handled by sfScriptGotoScene yet
* When a wrong monitor is selected with Ted, normally the door closes, screen goes black and AM says "Oh oh oh sorry Ted, try again", and we're taken to the character selection screen again. ScummVM just exits, because this case is currently not handled by sfScriptGotoScene yet


=== Chapter 6: Endgame ===  
=== Chapter 6: Endgame ===  
[Not possible to test yet]
[Not possible to test yet]
=== Original engine bugs ===
* When loading games, the music played is the one that was playing from the scene where the game was loaded. For example, if a saved game is loaded from the character selection screen, which was made on chapter X, then once the game is loaded, the music from the character selection screen is still played




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