Gob/TODO
Status
- Gobliiins 1, Gobliins 2, Goblins 3, The Prophecy and Bargon Attack are completable.
- Woodruff starts, the intro plays and the scripts enter the main loops. Woodruff himself isn't handled correctly.
- Lost in Time is playable, perhaps even completable. Title doesn't show.
- A.J's World is playable. Saving anything doesn't work, plus minor glitches.
- Inca II starts and is playable, but hangs when a space shooter sequence should start.
Port-specific problems
- Goblins 3: Broken scrolling on SymbianOS. Game is not completable. (Forum Post)
- Goblins 3 CD: Crash on each character close-up on the PSP and Dreamcast. Game is not completable. (#1742029)
Bugs, glitches and ToDos
Script bugs
- Gobliins 2: Leaving Vivalzart's screen and returning after putting the mushroom into the machine yields another mushroom in the inventory. Letting Winkle use that one with the machine locks him up.
- Gobliins 2: In music land, trying to switch the screen should be prohibited by the scripts, but isn't. A workaround keeps ScummVM from crashing and shows a dialog box instead. (#1705338)
- Bargon Attack: Graphical glitch when loading a save made on the Bargon bridge after transforming self (the original actor appears as well).
General
- Mouse cursor sometimes shown when it shouldn't and vice versa. (Introduced when I changed cursor handling to the CursorManager; my solution isn't all that great, apparently.)
- The number of used jokers isn't saved correctly: you'll always have 5 to spend again after loading. This is a result of using individual files for each save slot and letting the user exit with CTRL-Q (the number of jokers is saved globally for the whole game and only when exiting using the menu).
Sound
- Ween: Wrong speaker sound when putting away items on some machines.
Video
- VMD: Videos with 16bit sound have occasional broken sound frames, especially in the initial buffers fill. I seem to use the wrong initial samples for the DPCM-decoding.
- VMD: No stereo sound.
File-specific tasks
video.cpp
- Add support for other rendering modes (EGA/CGA/Hercules) lega.gdr, l360.gdr, lcga.gdr.
music.cpp
- Gobliins 2: The 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.
- Gobliiins Mac: musmac1.adl isn't played correctly at all.