SCI/TODO
Missing features
SCI0-SCI1.1 missing features
Graphics
- Save the kPalVary state inside save games
Sound
- 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 bitmaps
- 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
- 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
- Castle Dr. Brain: In the programming puzzle room 280 the music is using one bad instrument
- KQ5: End credits song is broken (resource 699). we are now filtering out invalid channels, but at the end of the song it plays back garbled somewhat. This video proves that it worked fully in original sci http://www.youtube.com/watch?v=GerEZ68YSzc - maybe just the uncompressed size value inside the map is bad?!
- KQ5french: the first intro scene removes the "castle daventry" title much too early. we send out a cue immediately after starting to play the intro song (signal = 4) which actually triggers this. There must be something going wrong when mixing sound resources
- 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 "descend"
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 don't 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
- Castle of Dr. Brain: Saving and restoring in room 380 will result in a broken sentence puzzle (last puzzle in that room) - for testing replace 577504302400 with 5775042E2400 in script.380 - this will make it possible to use as many hint coins on the locked cupboard, so that one doesnt have to solve the hangman puzzle at all - this may be a regression since last playthrough (end of january 2010) - workaround: play through this room at once w/o restoring
- Iceman: Acknowledging depth isn't possible - issue is script 384 (see green board)
- Island Dr. Brain: Programming puzzle (room 300) - turning robot left doesn't work most of the time during execution - no warnings though. Workaround: use turn right all the time instead
- KQ5: Path-walking - in the town some people "jump" around sometimes, also happens to ego in rare cases as well (sq5 right at the start when walking down)
- 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)
Known Warnings
- 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
- Castle Dr. Brain: During the puzzle (room 360) many send warnings will come up
- Island Dr. Brain: Hominy Homonym puzzle (room 260) causes lots of strncpy from 0:0 and segmanager dereference 0:0 warnings (though it works)
- KQ5: After the deaf man scene, warning failed to find audio entry 9302 appears several times, 7072 comes immediately after that scene, 7065 isn't found when Cassima frees you from the prison, 9300 is not found after going through the labyrinth with her, 9301 when throwing the fish to the cat, 7068 when going through the pages of the book
- KQ5: Warning - kStrAt with offset 0xFFFF is called when graham gets the staff, also happens when getting the heart in the forest
- KQ5: Warning - try to peek at 0:0, 0:2 and 0:4 most of the time when dialogue windows appear
- KQ5: Warning - in Mordack's labyrinth - send_selector(): argc = 2 while modifying variable selector 3 (y) of object 003a:2910 (dinkBlink) from 0000:0000 to 0000:0063!
- KQ5: Warning - during end - send_selector(): argc = 3 while modifying variable selector 7 (cel) of object 0030:24ca (theMouth) from 0000:0000 to 0000:0000!
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)