Difference between revisions of "Parallaction/TODO"

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(Added explanation to bugs.)
(Update (bug solved))
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known serious issues:
known serious issues:
* dino crashes when he activates robot from mini size: changeCharacter selects a new archive for resource loading but then doesn't bother restoring the previous one before exiting.
* dino sometimes crashes after reduction at matsushita lab: the game scripts seems to assign an incorrect y coordinate to the character, though crasing the engine.
* dino sometimes crashes after reduction at matsushita lab: the game scripts seems to assign an incorrect y coordinate to the character, though crasing the engine.
* dino crashes when opening shopping bag in mitsushita office (not on loadgames) [under investigation]
* dino crashes when opening shopping bag in mitsushita office (not on loadgames) [under investigation]

Revision as of 21:54, 23 June 2007

General

  • make a clean implementation of double-buffering, with centralized updateScreen(). This would significantly deviate from the original engine, but may be the only way to effectively implement hardware-based effects (like half-brite). Other versions of the engine will surely benefit from a clean approach, too.
  • merge input loops: make one input routine for menu, one for dialogue and one for _c_endIntro (possibly merge it with menu). It would be probably needed as part of the new double-buffering implementation. Should be worthy to investigate if it can be made before.
  • make a real Parser: maybe not strictly necessary but sounds cool :)


Nippon Safes

known serious issues:

  • dino sometimes crashes after reduction at matsushita lab: the game scripts seems to assign an incorrect y coordinate to the character, though crasing the engine.
  • dino crashes when opening shopping bag in mitsushita office (not on loadgames) [under investigation]
  • dough crashes when parachuting from monastery (not on loadgames) [under investigation]

other less relevant issues:

  • halbfrite spotlight for donna's show is not working: the effect is handled in hardware in the original game, and the current implementation doesn't allow for a clean solution. See General TODO above (double-buffering stuff).
  • character should walk faster to match the original

glitches:

  • hiragana code blocks in protection screen should change color when pressed (amiga)
  • make proper balloons with rounded corners for dialogues (amiga) [needs a polygon fill routine]