Difference between revisions of "SCI/TODO"
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(pq2 about window was already fixed some weeks ago) |
(Updated the TODO with recent changes) |
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=== Graphics === | === Graphics === | ||
* Save the kPalVary state inside save games | |||
=== Sound === | === Sound === | ||
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* 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 | * 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 | ||
* Iceman: acknowledging depth isn't possible - issue is script 384 (see green board) | * Iceman: acknowledging depth isn't possible - issue is script 384 (see green board) | ||
* 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) | * 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). The problem is with script 140, which gets stuck in an endless loop if we set its temporary variables to 0 inside op_link. A workaround for this is in place | ||
* 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) | * 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) | ||
* LSL5: one screen nearly at the end with text disappears far too quick | * LSL5: one screen nearly at the end with text disappears far too quick | ||
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* PQ3: VM goes mad when going in computer to tools / city map / plot crimes (warnings, heap issue (only 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 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. | * QFG1 VGA: when winning any random monster fight, the game uses the unimplemented kMergePoly function. This means that the hero can walk over the bodies of slain enemies (though it's a purely cosmetic issue) | ||
== SCI2-SCI2.1 known bugs == | == SCI2-SCI2.1 known bugs == |
Revision as of 08:08, 24 June 2010
Missing features
SCI0-SCI1.1 missing features
Graphics
- Save the kPalVary state inside save games
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 #3007449) maybe already fixed!
- 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 (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)
- Implement a CMS driver
Parser
- Support for non-English text input
Mac-specific
- Support for the SCI1 Mac version of kGetEvent
- 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 here)
- 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-SCI2.1 missing features
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
SCI0-SCI1.1 known bugs
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: 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
- 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
- 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
- The Tandy/PCjr driver needs more work
- LSL1: when getting killed, the mixer sound isn't fully played, but only the first part
- LSL1: when getting killed, the sample (?) when larry is getting up with the platform isn't played
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
- Glitches when restoring in some SCI0 games:
- 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
- PQ2: when restoring a game in room 25 (753 third street) our car moves up some pixels, so trunk animations dont match
- 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
- 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
- Iceman: acknowledging depth isn't possible - issue is script 384 (see green board)
- 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). The problem is with script 140, which gets stuck in an endless loop if we set its temporary variables to 0 inside op_link. A workaround for this is in place
- 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)
- LSL5: one screen nearly at the end with text disappears far too quick
- 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.
- 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. This means that the hero can walk over the bodies of slain enemies (though it's a purely cosmetic issue)
SCI2-SCI2.1 known bugs
This list is VERY incomplete, SCI2-SCI2.1 support is still in very early stages
(TODO)
SCI3 known bugs
Support for SCI3 is non-existent
(TODO)