TsAGE/TODO
< TsAGE
Revision as of 20:00, 28 May 2011 by Eriktorbjorn (talk | contribs) (Updated scene 5100 glitch after Strangerke's detective work)
This is a list of things that still need to be handled properly for the Ringworld game:
- Add sound support
- Adlib
- Sound Blaster
- Midi (MT-32)
Known engine bugs:
- There's a Valgrind warning in SceneObject::removeObject() about _visage being undefined when it tests for it. ("Conditional jump or move depends on uninitialised value(s)".
- The start play / introduction dialog looks a bit different int the CD version compared to the floppy versions currently implemented. It's positioned slightly differently, the "Introduction" button has a different border (default button, perhaps?), and when clicked the button goes black, not red.
- In DOSBox, the button remains selected unless I move the mouse entirely off the button. (Should be fixed now, but the fix is a bit hackish.)
- Quitting the game while the inventory dialog is open generates a failed assertion.
Known hardcoded logic bugs in floppy version:
- In scene #6100, the Rocks occasionally get drawn on-screen over-sized at the very bottom of the screen. This is most easily noticable by navigating into a sunflower.
Known hardcoded logic bugs in First Wave version:
- Scene 2320: When Quinn picks the arms, there a priority glitch (to be verified)
- Scene 6100: At the end, texts are not skippable, it looks wrong (to be verified)
Known hardcoded logic bugs in CD version:
- Scene 2150: Saving in this scene triggers the assertion, "engines/tsage/saveload.cpp:74: void tSage::Serializer::syncPointer(tSage::SavedObject**, Common::Serializer::Version, Common::Serializer::Version): Assertion `idx > 0' failed." Once this is fixed, please check if the elevator works after loading the savegame. There used to be a problem with this in scenes 2320 and 2100.
- Scene 5100: There appears to be a hotspot (looks a bit like a cave opening) at the leftmost end of scene 5100, but it doesn't seem to work right. If I try to use it, I'm told that "You can't bring yourself to touch the sickly-blue flesh." and if I try to examine it, I'm told that "The stunned flesheater lies sprawled across the cavern floor." (This only happens after you've stunned the flesheaters, and only if you stun the one to the right. The one to the left is hiding at the left side of the screen, and the game apparently things both are stunned.)
- Scene 5100: If I remove the rock that covers the food pit, then enters the throne room but leaves without the stasis box, Quinn and Seeker talks briefly and Quinn goes back for the box. This triggers an assertion, "engines/tsage/converse.cpp:249: virtual void tSage::SequenceManager::signal(): Assertion `_sceneObject' failed."
- Scene 6100: If I allow the probe to get too damaged, it leads into a conversation between Quinn and Seeker. The mouse cursor is shown here - I don't know if that's a bug or not - and the cursor movement is much jerkier than usual. (This jerkiness is also present when successfully reaching the destination with the probe.)
- Scene 7000: I'm a bit uncertain about this, but it appears that if you talk to Skeenar ("I can't swim with you ...", "Lord Poria will not come ...") and then walk back to the lander, Quinn enters through the elevator door and the scene with the pod returning is replayed. This talk action causes Scene7000::Object1::doAction(CURSOR_TALK) to be called. None of the flags it tests for is true, so it falls into the final else. Is there something about this that triggers the bug, I wonder... (If I force flag 13 to be set, returning to the lander puts me in the room with the pressure suits, and the code in that case is similar, so I guess it has something to do with how you return to the lander.)
Present in the original game:
- Scene 4000 (or maybe 4045): If you tell the chief to show you the Tech, Miranda will say "Quinn, it's a simple force field regulator", even if she's not in the room with you because she's stuck with Rock. (Update: This is apparently a bug in the original interpreter as well, but could perhaps be fixed in ScummVM?)
- Scene 5300: This may not be a bug, but if I escape this room and are recaptured (by falling into the pit again), Quinn says "Was it something I said?", etc. Is he supposed to say that every time, or just the first time I get here?
Game status:
- Floppy version: Completable.
- First wave version: Completable.
- CD version: status unknown