Difference between revisions of "SCI/TODO"

From ScummVM :: Wiki
< SCI
Jump to navigation Jump to search
(added piano scene)
(Remove outdated SCI32 TODOs/bugs)
 
(193 intermediate revisions by 7 users not shown)
Line 1: Line 1:
{{Infobox_TODO|
taskname=SCI Engine TODO|
techcontact=[[SCI]] Engine Team|
subsystem=Engine|
}}
= Missing features =
= Missing features =


== SCI0-SCI1.1 missing features ==
== SCI0-SCI1.1 missing features ==
=== Graphics ===
* SCI1.1 Palette morphing (kPalVary and kAssertPalette)
** kAssertPalette is used to make sure that the palette stays fixed to a custom palette number and is not affected by sprite palette. An example where this is utilized is QFG1VGA (for the day/night effects)
** kPalVary is used for palette variation effects. An example is the first room of SQ5, when the simulator pod is lowered and Roger exits it. There is a palette variation (kPalVary) effect in that scene, where the initial red room palette slowly turns into the final blue palette. Currently, as a workaround, the final palette is set immediately
* Scaling inside kAnimate - scaleSignal bit 1 triggers setting of scaleX/scaleY (animate.cpp). Examples: Freddy Pharkas (main menu screen), SQ5 (at the beginning, when Roger exits the simulator)


=== Sound ===
=== Sound ===
* Instrument changes in SCI0 must be sound resource specific - in lsl3 door slams will change an instrument in mt32 emulation and when the actual music is resumed, it will be using that instrument instead of the one that was meant to get used (see bug [https://sourceforge.net/tracker/?func=detail&atid=418820&aid=3007449&group_id=37116 #3007449])
* Voice mapping. This is used by all SCI games to assign hardware voices to midi channels in the AdLib and FB-01 drivers. So, for example, if a song tries to play more than 9 notes at the same time, we need to stop an earlier note. We currently do this round-robin, while we should be respecting voice assignments. If a game sets 3 voices for piano, we should not take one away unless 4 piano notes are played, then it's OK to stop one piano note. Currently if a song were to use 5 notes at once we would just play them all, even if that midi channel was set to use 2 voices, and those 3 extra notes might stop more important notes, e.g. in the melody. This has been implemented for SCI0, but it's not hooked up to AdLib at the moment. Also we're not sure if the initial voice assignments are in the MIDI stream in SCI1 (they're not in SCI0). Of course, channel remapping has an effect on this too
* Channel remapping. Songs that are played simultaneously might be using the same MIDI channels. E.g. in LSL1VGA, in the copy protection screen, there's the Larry music and a "pling" sound when a question is answered. Currently, the pling sound affects the instruments of the Larry song. Let's say that the Larry song is playing and it's using channel 1 to 5. Then the 'pling' effect is played, it uses channel 4. The instrument change in that song will change channel 4, and this will also affect the Larry song. In order to avoid this, the pling could be remapped to channel 6. We need some sort of lookup map, so that we redirect notes directed to channel X to go to channel Y, and we would need one such map per song. Ideally, we should find out what algorithm Sierra uses for this. We could try out own channel remapping implementation first, and then if we need it we could See what sierra does sometime in the future
* Improve Amiga (SCI01/1) and Mac sound support ([[SCI/Specifications/Sound/SCI0 Resource Format#Amiga Sound (SCI1)/Macintosh Sound (SCI1/1.1)|same format]])
on place to check is definitely piano scene in lsl5 with patti - channel 8 is used for user playback and channel 9 is muted during that time BUT channel 8 actually contains the real playback (which should get muted in the first place) i guess sierra sci remaps channel 8 to channel 9 and that's why channel 9 gets muted - this needs fixing, because for now everything is played all the time which shouldnt be the case
* Voice mapping. This is used by all SCI games to assign hardware voices to midi channels in the Adlib and FB-01 drivers. So, for example, if a song tries to play more than 9 notes at the same time, we need to stop an earlier note. We currently do this round-robin, while we should be respecting voice assignments. If a game sets 3 voices for piano, we should not take one away unless 4 piano notes are played, then it's OK to stop one piano note. Currently if a song were to use 5 notes at once we would just play them all, even if that midi channel was set to use 2 voices, and those 3 extra notes might stop more important notes, e.g. in the melody. This has been implemented for SCI0, but it's not hooked up to Adlib at the moment. Also we're not sure if the initial voice assignments are in the MIDI stream in SCI1 (they're not in SCI0). Of course, channel remapping has an effect on this too
* Amiga (SCI01/1) and Mac (SCI1/1.1) sound support ([[SCI/Specifications/Sound/SCI0 Resource Format#Amiga Sound (SCI1)/Macintosh Sound (SCI1/1.1)|same format]])
* Proper song volume support, currently volume is reset to max whenever a new song is loaded
* kDoAudio subops 12 and 13 (used in Freddy Pharkas: subop 12 is called while people are talking and subop 13 is called while the narrator's voice is heard)
* kDoAudio subops 12 and 13 (used in Freddy Pharkas: subop 12 is called while people are talking and subop 13 is called while the narrator's voice is heard)
* Implement a CMS driver
* Adapt the CMS driver to support earlier SCI versions too.
 
* MT-32 is only using 10 channels (1-10), but our music code always assumes 16 channels leading to lost notes
=== Parser ===
* Rewrite the MIDI parser (which is using ticks) so that it uses byte offsets instead
* Support for non-English text input


=== Mac-specific ===
=== Mac-specific ===
* Support for the SCI1 Mac version of kGetEvent
* Support for the SCI1 Mac version of kGetEvent
* Support for the SCI1 Mac version of kNewWindow
* Support for the SCI1 Mac version of kNewWindow
* Support for modified SCI1.1+ scripts (all but KQ6)
** Looks like some parts are LE and some parts BE (as opposed to KQ6 having all BE)
* Fix QuickTime videos - assigned to clone2727
** The videos now play in KQ6 Mac, but require multiple edit list support (see [[Mohawk/TODO#Video|here]])
* Support for SCI1.1 partially hardcoded icon bar
* Support for SCI1.1 partially hardcoded icon bar
** Images stored in PICT resources (tags: 'IBIN' (not-selected), 'IBIS' (selected), 'PICT' (inventory image))
** Images stored in PICT resources (tags: 'IBIN' (not-selected), 'IBIS' (selected), 'PICT' (inventory image))
** kPlatform subop 4 is called various times for the icon bar. One call sets up the scripts for the icons, etc.
** kPlatform subop 4 is called various times for the icon bar. One call sets up the scripts for the icons, etc.


== SCI2-SCI3 missing features ==


== SCI2-SCI2.1 missing features ==
* Support for Macintosh versions of games
 
'''This list is VERY incomplete, SCI2-SCI2.1 support is still in very early stages'''
 
=== Graphics ===
* Proper support for text views
* Support for Robot (RBT) videos
(TODO)
 
=== Sound ===
* Sound fading (there are differences from SCI1.1, e.g. music in the the Sierra logo screen in GK1CD)
(TODO)
 
 
== SCI3 missing features ==
 
'''Support for SCI3 is non-existent'''
 
=== Graphics ===
* Support for Duck TrueMotion 1 videos (only used in Phantasmagoria 2)
(TODO)
 
=== Sound ===
(TODO)
 
=== VM ===
* Support for the new SCI3 scripts
 


= Known bugs =
= Known bugs =
Line 68: Line 33:


=== Graphics ===
=== Graphics ===
* KQ5 Mac: The game uses a screen size of 320x190 and the offTop needs to be set to 0. However, setting the offTop to 0, messed up the priority screen. Without changing offTop, the menu bar will flicker when hovering over it.
* KQ6 CD: Flickering right in the first room when discovering the chest - caused by 2 lists that are being used on kAnimate. One rect overlaps with the ring animation, that's why it flickers.
* KQ6/CD: several sync resources aren't available in the resource files. The windows version does only use the additional sort of "raw-data" appended to those sync resources. We are currently using the sync resources inside kPortrait instead of the raw data, that's why lip sync isn't working for those cases. We need to find out how this raw data is interpreted, probably we could even create virtual sync data out of it for the DOS scripts to use
* LB2: The credits windows (about screen from the options menu) are incorrectly drawn above the character sprites
* LSL1 (new graphics code regression): doors at the casino wont open. A workaround is in place till the actual issue is found. Issue seems to be caused by signal of the door set too late or kAnimate being call too few times. If you move the .doit calling code to the end of kAnimate door will open. It may be caused by VM actually. Old graphics code worked fine, because kAnimate was differently implemented
* PQ2: about window is drawn onto status bar (sierra sci seems to move window accordingly)
* PQ3: Highway (day 1) - speech window incorrectly placed
* PQ3: Hospital (day 1), Computer (day 1), Court (day 4), Oak Tree Mall (day 4) and others - speech window isnt fully removed
* SQ1: Ulence Flats - when entering the ship, another ship appears. We see this ship shortly completely and then it starts appearing  - kAssertPalette exists in SQ1VGA, possibly related
* SQ1: Some effects missing (example: when destroying lasers on kerona) - kAssertPalette exists in SQ1VGA, possibly related
* XMAS88: View position off by one (plus +1 to vertical coordinate) in fireplace scene (maybe also goes for other views?) - seems to be also the case in kq4 old (for all views) - needs to get investigated further


=== Sound ===
=== Sound ===
* The Tandy/PCjr driver needs more work
* The Tandy/PCjr driver needs more work
* LSL1: when getting killed, the mixer sound isn't fully played, but only the first part
* Castle Dr. Brain: In the programming puzzle room 280 the music is using one bad instrument
* LSL1: when getting killed, the sample (?) when larry is getting up with the platform isn't played
* Castle Dr. Brain: in the first room, some notes aren't played during the memory puzzle
* LSL5: piano scene with patti - see channel remapping for details
* KQ5: End credits song is broken (resource 699). we are now filtering out invalid channels, but at the end of the song it plays back garbled somewhat. This video proves that it worked fully in original sci http://www.youtube.com/watch?v=GerEZ68YSzc - the resource is uncompressed inside resource.000 right at the end, this is definitely no decompression or resource size error
 
* LSL6: when saving when music is fading out (and restoring) the music will stay on that level and keep playing - we should check for fading and modify selectors to the endpoint
=== SCI0-01 parser ===
* Iceman: acknowledging "green board" isn't possible (game breaking) - issue is script 383 calling kSaid with spec "[!*] / board < green" - needs to get checked - workaround: use "confirm green board"
* Iceman: repairing the diver should work with "put washer on shaft" - doesn't work here - workaround: enter "install washer"
* Iceman: "climb down" on the main ladder in the submarine doesn't work (room 41), 2nd kSaid is returning true and shouldn't - workaround: enter "decend"


=== VM ===
=== VM ===
* Castle of Dr. Brain: Loading a saved game made inside the puzzle room (room 360) shows an empty grey screen. That particular room does not have a background
* LSL6: =NOT OUR BUG= sometimes the tram does not stop. This is a game script issue and not an engine one, but we should still figure out what goes wrong and fix it. To make it work -> see SCI bugs
* Iceman: displays the warning "NodeValue() on a NULL pointer attempted" at numerous points during the map table scene - isSaneNodePointer: Node at 0000:0000 wasn't found! is displayed when starting to plot
* PQ2: Room 26 isn't exitable - happens if you warp from inside the car at the start into room 26 - happened to me during the game although I'm not unable to reproduce it anymore. I guess I did something differently last time.
* Iceman: acknowledging depth isn't possible - issue is script 384 (see green board)
* QFG1 EGA: when buying something from the shop and the merchant is reading at that time, it will get bought twice
* Island of Dr. Brain: right at the first puzzle clicking on the bricks on the bottom of the screen makes the engine freeze (endless loop)
* QFG1 VGA: ending music isn't played at all. no sound calls are done, so I guess it's VM.
* Jones/CD: walking animations and portraits are turned off by the scripts on some computers caused by speed throttler. Only occurs on Mac OS X, does not occur on Windows 32-bit, Wii
** Occurs when the system slows down when receiving too many update screen calls. See [[HOWTO-Backends#updateScreen() method|here]].
* Longbow: After leaving the cave and the conversation that follows, a list is not sane anymore (perhaps it's related to pathfinding? There's a relevant warning just before this occurs)
* LSL1: bartender animation when ordering a whiskey and the rat animation in the room with the drunken man are much too fast
* LSL2: Restoring a game in the first screen moves the cels up by some pixels (e.g. the road sign). Cel positions are fixed when exiting and reentering the scene
* LSL5: one screen nearly at the end with text disappears far too quick
* PQ2: when restoring a game in room 25 (753 third street) our car moves up some pixels, so trunk animations dont match
* PQ2: room 26 isn't exitable - happens if you warp from inside the car at the start into room 26 - happened to me during the game although i'm not unable to reproduce it anymore. I guess I did something differently last time.
* PQ2: when getting game over later in the game restoring results in kAnimate called with argv somehow invalid (valgrind/app verifier)
* PQ3: VM goes mad when going in computer to tools / city map / plot crimes (warnings, heap issue (only valgrind/app verifier))
* QFG1 EGA: displays the warning "List node at x is not sane anymore" when the dinosaur snaps at you during the intro
* QFG1 VGA: when winning any random monster fight, the game uses the unimplemented kMergePoly function. No apparent side-effects are visible
 
 
== SCI2-SCI2.1 known bugs ==
 
'''This list is VERY incomplete, SCI2-SCI2.1 support is still in very early stages'''
 
(TODO)
 


== SCI3 known bugs ==
=== Known Warnings ===
* KQ5: Warning - kStrAt with offset 0xFFFF is called when graham gets the staff, also happens when getting the heart in the forest
* KQ5: Warning - try to peek at 0:0, 0:2 and 0:4 most of the time when dialogue windows appear
* LSL5: Warning - Invalid character in kReadNumber input (happens right at the start of the game)
* LSL6: WARNING: Attempt to read character from non-raw data! during end credits
* PQ2: WARNING: ADLIB: Invalid patch 124 requested!
* PQ3: During End Sequence, WARNING: kDoSound(setHold): Slot not found (0026:0fc4)! and WARNING: Unhandled SCI MIDI command 0x51 (parameter 1)!
* QFG1EGA: Invalid adlib patch 1xx used, occurs several times in the game
* SQ4: During intro - "WARNING: Unhandled SCI MIDI command 0x0 (parameter 0)!"


'''Support for SCI3 is non-existent'''
== SCI2-SCI3 known bugs ==


(TODO)
* Please check the [https://bugs.scummvm.org/report/12 bug tracker]

Latest revision as of 01:49, 24 April 2017

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

Missing features

SCI0-SCI1.1 missing features

Sound

  • Voice mapping. This is used by all SCI games to assign hardware voices to midi channels in the AdLib and FB-01 drivers. So, for example, if a song tries to play more than 9 notes at the same time, we need to stop an earlier note. We currently do this round-robin, while we should be respecting voice assignments. If a game sets 3 voices for piano, we should not take one away unless 4 piano notes are played, then it's OK to stop one piano note. Currently if a song were to use 5 notes at once we would just play them all, even if that midi channel was set to use 2 voices, and those 3 extra notes might stop more important notes, e.g. in the melody. This has been implemented for SCI0, but it's not hooked up to AdLib at the moment. Also we're not sure if the initial voice assignments are in the MIDI stream in SCI1 (they're not in SCI0). Of course, channel remapping has an effect on this too
  • Improve Amiga (SCI01/1) and Mac sound support (same format)
  • kDoAudio subops 12 and 13 (used in Freddy Pharkas: subop 12 is called while people are talking and subop 13 is called while the narrator's voice is heard)
  • Adapt the CMS driver to support earlier SCI versions too.
  • MT-32 is only using 10 channels (1-10), but our music code always assumes 16 channels leading to lost notes
  • Rewrite the MIDI parser (which is using ticks) so that it uses byte offsets instead

Mac-specific

  • Support for the SCI1 Mac version of kGetEvent
  • Support for the SCI1 Mac version of kNewWindow
  • Support for SCI1.1 partially hardcoded icon bar
    • Images stored in PICT resources (tags: 'IBIN' (not-selected), 'IBIS' (selected), 'PICT' (inventory image))
    • kPlatform subop 4 is called various times for the icon bar. One call sets up the scripts for the icons, etc.

SCI2-SCI3 missing features

  • Support for Macintosh versions of games

Known bugs

SCI0-SCI1.1 known bugs

Graphics

Sound

  • The Tandy/PCjr driver needs more work
  • Castle Dr. Brain: In the programming puzzle room 280 the music is using one bad instrument
  • Castle Dr. Brain: in the first room, some notes aren't played during the memory puzzle
  • KQ5: End credits song is broken (resource 699). we are now filtering out invalid channels, but at the end of the song it plays back garbled somewhat. This video proves that it worked fully in original sci http://www.youtube.com/watch?v=GerEZ68YSzc - the resource is uncompressed inside resource.000 right at the end, this is definitely no decompression or resource size error
  • LSL6: when saving when music is fading out (and restoring) the music will stay on that level and keep playing - we should check for fading and modify selectors to the endpoint

VM

  • LSL6: =NOT OUR BUG= sometimes the tram does not stop. This is a game script issue and not an engine one, but we should still figure out what goes wrong and fix it. To make it work -> see SCI bugs
  • PQ2: Room 26 isn't exitable - happens if you warp from inside the car at the start into room 26 - happened to me during the game although I'm not unable to reproduce it anymore. I guess I did something differently last time.
  • QFG1 EGA: when buying something from the shop and the merchant is reading at that time, it will get bought twice
  • QFG1 VGA: ending music isn't played at all. no sound calls are done, so I guess it's VM.

Known Warnings

  • KQ5: Warning - kStrAt with offset 0xFFFF is called when graham gets the staff, also happens when getting the heart in the forest
  • KQ5: Warning - try to peek at 0:0, 0:2 and 0:4 most of the time when dialogue windows appear
  • LSL5: Warning - Invalid character in kReadNumber input (happens right at the start of the game)
  • LSL6: WARNING: Attempt to read character from non-raw data! during end credits
  • PQ2: WARNING: ADLIB: Invalid patch 124 requested!
  • PQ3: During End Sequence, WARNING: kDoSound(setHold): Slot not found (0026:0fc4)! and WARNING: Unhandled SCI MIDI command 0x51 (parameter 1)!
  • QFG1EGA: Invalid adlib patch 1xx used, occurs several times in the game
  • SQ4: During intro - "WARNING: Unhandled SCI MIDI command 0x0 (parameter 0)!"

SCI2-SCI3 known bugs