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edits
(Added a note about sound fading) |
(Merged the bugs observed in FreeSCI, and removed some obsolete ones) |
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* Castle of Dr. Brain: After puzzle game (room 360), exiting the room throws error "attempt to subtract 2 pointers" | * Castle of Dr. Brain: After puzzle game (room 360), exiting the room throws error "attempt to subtract 2 pointers" | ||
* Castle of Dr. Brain: Saving/Loading the game after puzzle game (room 360) shows an empty grey screen | * Castle of Dr. Brain: Saving/Loading the game after puzzle game (room 360) shows an empty grey screen | ||
* | * Iceman: displays the warning "NodeValue() on a NULL pointer attempted" at numerous points during the map table scene | ||
* Jones in the Fast Lane: statistics are broken (list control), dollar amounts missing (ega/cd) - unsupported string operation in the segment manager, will be fixed soon | * Jones in the Fast Lane: statistics are broken (list control), dollar amounts missing (ega/cd) - unsupported string operation in the segment manager, will be fixed soon | ||
* Island of Dr. Brain: right at the first puzzle clicking on the bricks on the bottom of the screen makes the engine freeze (endless loop) | * Island of Dr. Brain: right at the first puzzle clicking on the bricks on the bottom of the screen makes the engine freeze (endless loop) | ||
* Longbow: In chapter 1, room 110, when Robin meets Little John at the lookout, a signal is sent to a non-object when Little John stops walking. Ignoring this selector modification freezes the screen (this room never worked properly even in FreeSCI) | |||
* Longbow: After leaving the cave and the conversation that follows, a list is not sane anymore (perhaps it's related to pathfinding? There's a relevant warning just before this occurs) | |||
* LSL2: tries to allocate zero bytes of memory when entering Molto Lira. | |||
* LSL5: bartender animation when ordering a whiskey and the rat animation in the room with the drunken man are much too fast | * LSL5: bartender animation when ordering a whiskey and the rat animation in the room with the drunken man are much too fast | ||
* LSL5: one screen nearly at the end with text disappears far too quick | * LSL5: one screen nearly at the end with text disappears far too quick | ||
* PQ2: calls CanBeHere() with a disposed object in the clip list when Keith enters the car | |||
* QFG1 EGA: displays the warning "List node at x is not sane anymore" when the dinosaur snaps at you during the intro | |||
* SQ3: calls functions from a script which has already been unloaded when Roger climbs up the ladder from the rat cave (the place containing the reactor at the very beginning of the game) - NOTE: This should be fixed in ScummVM, to the best of my knowledge | |||
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* calls functions from a script which has already been unloaded when Roger climbs up the ladder from the rat cave (the place containing the reactor at the very beginning of the game) - NOTE: This should be fixed in ScummVM, to the best of my knowledge | |||
edits