SCI/TODO
TODO
Missing features (SCI0-SCI1.1)
- Graphics
- Palette morphing (kPalVary - used for example in the SQ5 intro) and kAssertPalette - assigned to m_kiewitz
- Mac graphics support (SCI1)
- Support for Japanese system font
- Scaling inside kAnimate - scaleSignal bit 1 triggers setting of scaleX/scaleY. I don't fully understand the code yet. ffs. animate.cpp
- QuickTime videos for KQ6 CD Mac - assigned to clone2727
- Sound
- Channel remapping
- Voice mapping
- Amiga sound support for SCI01/1 and Mac sound support for SCI1/1.1
- Sound fading is currently disabled, as it doesn't work 100% in all games (e.g. in the intro of Pharkas, at the music before the theme song)
- Proper song volume support, currently volume is reset to max whenever a new song is loaded
- The resource manager doesn't support external patches of audio36 and sync36 resources yet
- Parser
- Support for non-english text input
- Resource
- Support for SCI1.1+ Mac resources (in Mac resource forks)
Known bugs
Graphics
- Iceman: the game tries to draw invalid rects sometimes (e.g. in the first room, the people walking around ego), left is 32757, right is -32761 - may be VM issue
- Jones: windows in the center of the screen are sometimes off by one pixel
- Jones VGA/CD: Main character sometimes rendered with wrong palette
- KQ5: At least in the desert when getting the staff grahams head is where his feet should be and his body is completely gone. Fixes itself as soon as he walks
- KQ5 Amiga: No sprites are shown in the first scene of the intro (Castle Daventry and wizard)
- KQ6 CD: Flickering right in the first room when discovering the chest - caused by 2 lists that are being used on kAnimate. One rect overlaps with the ring animation, that's why it flickers.
- KQ6 floppy: Cel colors are wrong in the opening sequence
- KQ6 hires: character portraits are not erased properly
- Quest for Glory 1 EGA: on character customization screen the percentage bar isn't shown
- 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.
- LSL5: tramps casino: when woman asks about random number, cursor of textedit control is not correctly positioned (i am not able to replicate the issue though there are still problems with textedit control that will get fixed)
- LSL5: Window placement is not 100% like sierra sci. it seems this only happens on windows with shadows. In sierra sci shadows are shown so actually the window is moved one up. Under our engine the shadow is not there, because the window is outside screen
- SQ1: Ulence Flats - when entering the ship, another ship appears. We see this ship shortly completely and then it starts appearing, probably related to kAssertPalette()
- SQ1: Some effects missing, definitely non-implemented kAssertPalette()/kPalVary (example: when destroying lasers on kerona)
- XMAS88: View position off by one in fireplace scene (maybe also goes for other views?)
Sound
- Freddy Pharkas: Calls unimplemented kDoAudio subop 12 while people are talking and subop 13 while the narrator's voice is heard
VM
- Castle of Dr. Brain: Scrolling text doesn't work right in the computer trivia room
- Castle of Dr. Brain: Saving/Loading the game after puzzle game (room 360) shows an empty grey screen
- Iceman: when playing the ball game, but standing on the right side, ego will walk against the net and the game will get seriously broken
- Iceman: displays the warning "NodeValue() on a NULL pointer attempted" at numerous points during the map table scene
- 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)
- 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)
- 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
- LSL5: bartender animation when ordering a whiskey and the rat animation in the room with the drunken man are much too fast
- LSL5: one screen nearly at the end with text disappears far too quick
- 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 casting open, stack underflow occurs
- QFG1 VGA: when throwing rocks at the target south of town - script 0x3a2 does not have a dispatch table and unexpected request for outgoing references from clone at 002c:0000 occur
- QFG1 VGA: when winning any random monster fight - attempt to peek invalid memory at 0000:xxxx, segmanager::dereference():attempt to dereference inva;id pointer 0000:aa26 occur
- SQ3: calls functions from a script which has already been unloaded when Roger climbs up the ladder from the rat cave (the place containing the reactor at the very beginning of the game) - NOTE: This should be fixed in ScummVM, to the best of my knowledge