SAGA/TODO
Status
ITE
- ITE is completable
- The Amiga version is not supported yet
- Demo versions:
- The older non-interactive demos are supported
- The newer interactive demo versions of the game are supported
- The original DOS demo is not supported yet, as it is based on very early version of engine, so many structures are different. Most of the resources have been mapped but they're still untested. The actors and objects list needs to be moved to our code. They've been found but not processed yet
IHNM
- The demo has two parts, an interactive and a non-interactive one. It's playable and probably completable
- The full game is completable, with some glitches
ToDos
General
- [IHNM/ITE] The first frame of animations is not shown when changing scenes. Perhaps a problem with the rendering pipeline. Currently, there's a hack to show it correctly. This issue is apparent in IHNM in Nimdok's chapter, with the mob of prisoners, when the prisoners break loose and take the prison
- [IHNM] The (dis)appearing compact disk in Ellen's chapter is currently handled with a hack
- [IHNM] Pathfinding bugs: When a character moves over an exit zone while doing an action, he stops his action and exits the room instead. The known places where this occurs are:
- Chapter 2 (Ellen): When trying to interact with the monitor on the right in the monitors room, Ellen enters the next room instead. The character interacts correctly with the monitor in the IHNM demo, but there the monitor has a corresponding hitzone, which does not exist in the full version
- [ITE] There's a slight pause (about a second or less) when a digital music track loops, when using compressed music. This pause does not exist when the music tracks are not compressed
- [IHNM] If F5 is pressed to bring up the Load/Save dialog while the cursor is hidden, the cursor remains hidden. (The original - which uses Tab instead - doesn't allow you to do that at all, it seems.)
- [IHNM] It looks like we may be using the wrong palette for the "boss key" (F9) screen
- [IHNM] When clicking on Gorrister in the character selection screen, it seems that it doesn't play the entire animation. He should disappear completely (he does in the original), but in ScummVM he doesn't. Not always, at least.
- [IHNM] In the room with Gorrister's heart, it seems the player can't just walk to the left side of the room to leave it. The tear has to be "used", though it's not necessary in the original. (Except from the inside.)
- [ITE] When compressing the digital music file music.rsc, ScummVM exits with an audio error when exiting the first screen. This appears to be an issue with the pointer in the music file itself (i.e. the first nine byts of the music header are incorrectly skipped). Refer to bug #1800147
- [ITE/IHNM] There appears to be a regression in Amiga systems, introduced with the latest changes to the filesystem node code. Refer to bug #1804403
compress_saga tool
- [IHNM] Currently, the SFX.RES file in IHNM cannot be compressed
- [ITE] MacBinary files are not supported yet (used by the Mac CD Guild version)
Opcodes
- [ITE] We need to find out where following script functions are called:
- SF_cycleColors -- all implementation bits sit in palanim.cpp
- sfPlayVoice -- used in ITE CD
Long-term ToDos for the SAGA engine
Optimizations
- Make actor animation Event-driven. See FIXME in actor.cpp. Maybe it should be INTERVAL_EVENT
- In many places RSC_LoadResource() is called but memory is not freed afterwards, i.e. there is a huge leak
- Optimize screen output. Now we blit whole screen for each frame. Use "dirty rectangles" instead
- Remove use of floating point, especially doubles.
- The text is not always positioned like in the original (can be seen in ITE, but it's more apparent in IHNM, where text that should be on the top of the screen is in the bottom)
- When using the original XMIDI music resources, some songs play at the wrong speed. The worst example I've heard of this is the "Elk Fanfare" during the intro. It could be the meta events we don't handle, but at least the tempo event doesn't seem to make any difference. Maybe something in the data header instead...?
Bugs in the original games
Check about bugs that occured in the original games (some of which have been fixed in ScummVM) in the SAGA Bugs page