Difference between revisions of "Gob/TODO"
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(Removing the "with rare bugs") |
(Update) |
||
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* Alignment fixes (done?) | * Alignment fixes (done?) | ||
== Bugs, glitches and | == Bugs, glitches and ToDos == | ||
=== Script bugs === | |||
* Vivalzart: After putting the mushroom in the machine, leaving the room yields another mushroom in the inventory. Letting Winkle use that one with the machine locks him up | |||
=== General === | === General === | ||
* Mouse cursor sometimes shown when it shouldn't and vice versa (introduced when I changed it to use the CursorManager; my solution isn't all that great, apparently) | * Mouse cursor sometimes shown when it shouldn't and vice versa (introduced when I changed it to use the CursorManager; my solution isn't all that great, apparently) | ||
* Gobliins 2's interactive demo isn't working: The timing is off and the cursor often isn't shown [http://sourceforge.net/tracker/?func=detail&aid=1622850&group_id=37116&atid=418820 (#1622850)] | * Gobliins 2's interactive demo isn't working: The timing is off and the cursor often isn't shown [http://sourceforge.net/tracker/?func=detail&aid=1622850&group_id=37116&atid=418820 (#1622850)] | ||
* Pathfinding b0rked in Bargon Attack | |||
* Using the panel in the garage in Bargon Attack locks the actor, game therefore currently not completable | |||
=== Missing stuff === | === Missing stuff === | ||
Line 25: | Line 27: | ||
=== Memory === | === Memory === | ||
* Leaks ( | * Leaks (in Scenery::loadAnim()) | ||
== File-specific tasks == | == File-specific tasks == | ||
=== video.cpp === | === video.cpp === | ||
* Add support for other rendering modes (EGA/CGA/Hercules) lega.gdr, l360.gdr, lcga.gdr | * Add support for other rendering modes (EGA/CGA/Hercules) lega.gdr, l360.gdr, lcga.gdr | ||
=== music.cpp === | === music.cpp === | ||
* The Gobliins 2 intro music has broken percussions. The stand-alone player plays it correctly, so | * The Gobliins 2 intro music has broken percussions. The stand-alone player plays it correctly, so it's either a bug I introduced or a bug in the AdLib emulator. | ||
* musmac1.adl from Gobliiins Mac version isn't played correctly at all | * musmac1.adl from Gobliiins Mac version isn't played correctly at all |
Revision as of 10:04, 17 February 2007
Status
Gobliiins 1 is completable. Gobliins 2 is completable. The Prophecy is completable.
Show stoppers
- Alignment fixes (done?)
Bugs, glitches and ToDos
Script bugs
- Vivalzart: After putting the mushroom in the machine, leaving the room yields another mushroom in the inventory. Letting Winkle use that one with the machine locks him up
General
- Mouse cursor sometimes shown when it shouldn't and vice versa (introduced when I changed it to use the CursorManager; my solution isn't all that great, apparently)
- Gobliins 2's interactive demo isn't working: The timing is off and the cursor often isn't shown (#1622850)
- Pathfinding b0rked in Bargon Attack
- Using the panel in the garage in Bargon Attack locks the actor, game therefore currently not completable
Missing stuff
- Missing opcodes (0x21, 0x84, 0x86, 0x87, 0x88)
- IMD-stubs (sound?)
Sound
- Wrong walking sound in Gobliins 2 (speaker) (#1621086)
Code/Style
- "Unnamed" functions & vars
- Code dup (quite a lot actually)
Memory
- Leaks (in Scenery::loadAnim())
File-specific tasks
video.cpp
- Add support for other rendering modes (EGA/CGA/Hercules) lega.gdr, l360.gdr, lcga.gdr
music.cpp
- The Gobliins 2 intro music has broken percussions. The stand-alone player plays it correctly, so it's either a bug I introduced or a bug in the AdLib emulator.
- musmac1.adl from Gobliiins Mac version isn't played correctly at all