Difference between revisions of "MADE/TODO"

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{{Infobox_TODO|
taskname=MADE Engine TODO|
techcontact=[[MADE]] Engine Team|
subsystem=Engine|
}}
== Status ==
== Status ==
* Return to Zork is completable
* Return to Zork is completable
Line 5: Line 11:
* Rodney's Funscreen is playable
* Rodney's Funscreen is playable


== Still missing game features ==
== Still missing/incomplete game features ==
* The music for LGoP2 and Manhole is not played
* The following script functions need to be implemented/finished:
* The intro credits in RtZ are not played
** sfShakeScreen (for RtZ)
* Only soundblaster music is played for RtZ
** sfPlayNote (Used in The Manhole)
* The first version of the Manhole is not supported
*** Figure out exactly what the second parameter modifies
 
* File-specific tasks:
==  Bugs, glitches and ToDos ==
** Finish up printText() in screen.cpp
=== Script bugs ===
* Only soundblaster music is played. MIDI music playing/MT32 instrument mapping needs more work
Implement/finish up some commands and script functions:
* Dirty rectangle handling
* Commands:
* RTZ Japanese Font (DOS/FM-Towns/PC-98)
 
** Uses the KROM file found in the base directory for all three
* Script functions:
* Implement missing optional keyboard controls {{Tracker|id=5457}}
* For all:
* Implement RTZ loading compatibility if possible.
** sfGetMusicBeat
** RTZ savegames are not portable between v1.0 and v1.1+ versions, despite internal version being 623 for all.
** sfGetCdTime
** V1.0 savegames are 2 bytes larger (when decompressed by gunzip) compared to v1.1+ (19064 vs. 19062 bytes for English).
** sfGetSynthType
* For Return to Zork:
** sfGetSoundEnergy (used to animate the mouths of characters when they're talking). This has been implemented now, but the mouth animations are out of sync. This occurs because the original unpacked sounds on the fly, whereas ScummVM unpacks them when they're loaded. In ScummVM, the "sound energy" values are stored in an array (used as a stack), which means that sfGetSoundEnergy can empty that array prematurely. A proper fix would be to figure out when a value should be popped from the sound energy stack, or to unpack sounds on the fly like the original does
** sfShakeScreen
* For LGOP2/Manhole:NE:
** sfPlayMusic
* For Manhole:NE:
** sfPlayNote
** sfStopNote
** sfPlayTele
** sfStopTele
 
=== General ===
 
=== Graphics ===
* Use "dirty rectangles" (e.g. in updateSprites())
 
=== Sound ===
* Music is disabled in LGoP2 and Manhole (it's not loaded correctly)
* Finish up MIDI music playing (only Soundblaster music is played for now)
 
=== Video ===
* In RtZ's intro, after the flyover, an invalid number of sound chunks is read. There is currently a hack which stops the parser when this happens to prevent the game from crashing, but the intro credits screen is not shown
 
== File-specific tasks ==
=== database.cpp ===
* Read/verify database header
* Verify save game header
 
=== pmvplayer.cpp ===
* Read/evaluate PMV file header
 
=== screen.cpp ===
* Implement clipRect in placeSprite(), placeAnim() and placeText()
* Finish up Screen::show()
* Finish up printText()


==  Bugs of the original engine ==
==  Bugs of the original engine ==
* The screen effect palette changes incorrectly after a PMV video
==== Not Yet Fixed ====
* The screen effect palette changes incorrectly after a PMV video {{Tracker|id=4457}}
* Animations in LGoP2 are incorrectly drawn above text (they should be drawn below it). An example can be seen when talking to the Indian as Lydia and performing the kiss/screw action. Also, with Barth, it can be seen from the first screen if you try and shoot Barth's spaceship: Barth will say something, and the smoke from the spaceship will be incorrectly drawn above the letters
* Animations in LGoP2 are incorrectly drawn above text (they should be drawn below it). An example can be seen when talking to the Indian as Lydia and performing the kiss/screw action. Also, with Barth, it can be seen from the first screen if you try and shoot Barth's spaceship: Barth will say something, and the smoke from the spaceship will be incorrectly drawn above the letters

Latest revision as of 16:59, 21 February 2016

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

Status

  • Return to Zork is completable
  • Leather Goddesses of Phobos 2 is completable
  • The Manhole is playable
  • Rodney's Funscreen is playable

Still missing/incomplete game features

  • The following script functions need to be implemented/finished:
    • sfShakeScreen (for RtZ)
    • sfPlayNote (Used in The Manhole)
      • Figure out exactly what the second parameter modifies
  • File-specific tasks:
    • Finish up printText() in screen.cpp
  • Only soundblaster music is played. MIDI music playing/MT32 instrument mapping needs more work
  • Dirty rectangle handling
  • RTZ Japanese Font (DOS/FM-Towns/PC-98)
    • Uses the KROM file found in the base directory for all three
  • Implement missing optional keyboard controls [Bug #5457]
  • Implement RTZ loading compatibility if possible.
    • RTZ savegames are not portable between v1.0 and v1.1+ versions, despite internal version being 623 for all.
    • V1.0 savegames are 2 bytes larger (when decompressed by gunzip) compared to v1.1+ (19064 vs. 19062 bytes for English).

Bugs of the original engine

Not Yet Fixed

  • The screen effect palette changes incorrectly after a PMV video [Bug #4457]
  • Animations in LGoP2 are incorrectly drawn above text (they should be drawn below it). An example can be seen when talking to the Indian as Lydia and performing the kiss/screw action. Also, with Barth, it can be seen from the first screen if you try and shoot Barth's spaceship: Barth will say something, and the smoke from the spaceship will be incorrectly drawn above the letters