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Mohawk/TODO

< Mohawk
Revision as of 00:47, 18 January 2011 by Clone2727 (talk | contribs) (→‎Stack TODO/Known Bugs: don't list complete ages for Myst)

Main Mohawk TODO

Video

  • The Cyan logo repeats some frames at the end. I call it "Cyan logo syndrome." This is caused by the lack of handling of multiple edit lists. FFmpeg doesn't handle this yet either.
  • Some Cinepak frames have corruption.
    • The Myst linking book video on D'ni has a corrupted Cinepak frame (data-wise). Right now, we just skip that frame (and throw a warning). It looks like QuickTime does this too.
    • The CD (but not the DVD) version of Riven has at least two videos with a corrupt frame: the wood chipper (when power is directed elsewhere) and using the trap book before talking with Gehn (when not on Tay).
  • Unify the 8bpp to 16/32bpp code snippets. This is mostly done already. I have a patch to add it to graphics/conversion.h, but still waiting on that one.

Myst TODO

The game is playable, and should be completable to at least two of the four endings, though many issues still need to be fixed.

Main TODO

(In Order of Priority):

  • Missing Stack Specific Opcodes.
  • Myst ME support is missing these codecs: QDesign Music 2 (partially working) and Sorenson Video 1.
  • Myst 10th Edition requires the Myst ME codecs plus Sorenson Video 3.
  • JPEG Optimization for Myst ME.

Stack TODO/Known Bugs

Introduction

  • No known issues.

Myst Island

  • Missing opcodes:
    • Butterflies
    • Birds

Channelwood

  • Missing opcodes:

Mechanical

  • Missing opcodes:

Stoneship

  • Missing opcodes:

D'ni

  • Playback credits?

Demo

  • Missing opcodes:

Preview (Demo)

  • Missing opcodes:

Slides (Demo)

  • Missing opcodes:

Riven TODO

Status

The game first became completable with r52735. As of r55207, the game is completable provided you previously know the solution to the marble puzzle.

Main TODO

(In Order of Priority):

  • Finish External Commands (Many are done, most are self-explanatory)
  • Cleanup SLST handling
    • Fading not handled
    • Some sounds do not play (maglev from tspit to jspit), is this right?
  • Transitions
  • Possibly make looping MP2 sound faster; there's a slight click between iterations.
  • Cleanup hotspot debugging mode. The water effect and videos write over it.

Stack TODO/Known Bugs

bspit (Book Assembly Island)

  • The Ytram trap only partially works currently.
    • xbsettrap, xbcheckcatch, and xbfreeytram need to be implemented.

gspit (Survey Island - internally Garden)

  • The underwater viewer is not implemented.
    • xgplaywhark, xgwharksnd, xglview_prisonoff, xglview_prisonon, xglview_villageoff, xglview_villageon, and xglviewer need to be implemented.

jspit (Jungle Island)

  • Ambient sounds don't work when clicking on a stone in the rebel tunnel puzzle.
  • Missing randomized sunner videos.
    • xjlagoon700_alert and xjlagoon800_alert need to be implemented.
    • Has hardcoded background videos.

pspit (Prison Island)

  • Missing randomized Catherine videos.
    • Has hardcoded background videos.

rspit (Rebel Age)

  • Missing randomized rebel videos.
    • xrwindowsetup needs to be implemented.
    • Has hardcoded background videos.

tspit (Temple Island)

  • Marbles not drawn on grid when standing one step back from the marble puzzle
    • xt7600_setupmarbles needs to be completed.

Living Books TODO

  • Add fading between pages/palettes, do preloading and use the relevant cursors.
  • Fix the highlighting start time for 2.0-style text.
  • Fix the weird animation tempo stuff in Maggie.
  • Implement the hardcoded mini-games in Green Eggs and Ham.
  • Implement the rest of the scripting used in the later LB games, including variable saving/loading.
  • Handle the proxies and compiled scripts used in The Rugrats Adventure Game. fuzzie has preliminary code for this.

Other Games TODO

  • They (mostly) all use QuickTime video.
    • The re-release of Zoombinis uses Bink Video!
    • Some Kid Pix games use Smacker (in tSMK resources)
  • Zoombini uses some TrueType fonts.
  • Some of the games use sound cues.