SAGA/TODO
< SAGA
Jump to navigation
Jump to search
Russian is allowed here. Можно пиÑ?ать и по-руÑ?Ñ?ки. Я переведу. [sev]
Status
Game is completable with occasional minor gfx glitches.
Short-term ToDos
- Requests
- We need to find out where following functions are called:
- SF_cycleColors -- all implementation bits sit in palanim.cpp
- sfPlayVoice -- used in ITE CD
- There are currently two versions of ITE that are not uniquely identified: the Wyrmkeep "Win32 CD Version" and the original "DOS/Win32 CD Version". When adding games, the user gets to do the disambiguation, but what happens with the detection when playing the game?
- We need to find out where following functions are called:
- BUGS
- Protection screen (in Rats maze) is skipped in Floppy version.
- Occasional graphics glitches in ISO rooms. (At least in the Rats maze.) Most notable when entering rounded doors. (3d draw sequence is wrong)
- pressing ESC during making fire - brokes anim sequence
- Interface
- wrong Option button draw sequence - some dots have inproper color.
- handleConverseUpdate scrolls converse too quickly.
- handleCommandUpdate scrolls inventory too quickly.
- ORIGINAL ENGINE BUGS
- Actors are drawn (some pixels above status bar) at Chota's falling. - Original engine draws its too - so it is not our bug
Long-term ToDos
Bugs/misfeatures
- Make actor animation Event-driven. See FIXME in actor.cpp. Maybe it should be INTERVAL_EVENT
- Inspect Font module - free memory, GameFontIds <-> FONT_ID
- In many places RSC_LoadResource() is called but memory is not freed afterwards, i.e. there is a huge leak
- Optimize screen output. Now we blit whole screen for each frame.
- When using the original XMIDI music resources, some songs play at the wrong speed. The worst example I've heard of this is the "Elk Fanfare" during the intro. It could be the meta events we don't handle, but at least the tempo event doesn't seem to make any difference. Maybe something in the data header instead...?
- Remove use of floating point, especially doubles.