Status
Gobliiins 1 is completable. Gobliins 2 is completable. The Prophecy is completable.
Show stoppers
- Alignment fixes (done?)
Bugs, glitches and ToDos
Script bugs
- Vivalzart: After putting the mushroom in the machine, leaving the room yields another mushroom in the inventory. Letting Winkle use that one with the machine locks him up
General
- Mouse cursor sometimes shown when it shouldn't and vice versa (introduced when I changed it to use the CursorManager; my solution isn't all that great, apparently)
- Gobliins 2's interactive demo isn't working: The timing is off and the cursor often isn't shown (#1622850)
- Using the panel in the garage in Bargon Attack locks the actor, game therefore currently not completable
Missing stuff
- Missing opcodes (0x21, 0x84, 0x86, 0x87, 0x88)
- IMD-stubs (sound?)
Sound
- Wrong speaker sound when putting away items in Ween on some machines
Code/Style
- "Unnamed" functions & vars
- Code dup (quite a lot actually)
Memory
- Leaks (in Scenery::loadAnim())
File-specific tasks
video.cpp
- Add support for other rendering modes (EGA/CGA/Hercules) lega.gdr, l360.gdr, lcga.gdr
music.cpp
- The Gobliins 2 intro music has broken percussions. The stand-alone player plays it correctly, so it's either a bug I introduced or a bug in the AdLib emulator.
- musmac1.adl from Gobliiins Mac version isn't played correctly at all