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edits
(removed lsl1 casino door from graphics) |
(added lsl1 casino door to vm issues) |
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* Island Dr. Brain/wii exclusive(?): when being in the first puzzle room, going to menu doesn't really work on Wii. The menu is visible for around 0.1 seconds and then disappears automatically - caused by MoveCursor not setting cursor - needs to get further investigated | * Island Dr. Brain/wii exclusive(?): when being in the first puzzle room, going to menu doesn't really work on Wii. The menu is visible for around 0.1 seconds and then disappears automatically - caused by MoveCursor not setting cursor - needs to get further investigated | ||
* KQ5: Path-walking - in the town some people "jump" around sometimes, also happens to ego in rare cases as well (sq5 right at the start when walking down) | * KQ5: Path-walking - in the town some people "jump" around sometimes, also happens to ego in rare cases as well (sq5 right at the start when walking down) | ||
* LSL1: doors at the casino wont open. A workaround is in place till the actual issue is found. Old graphics code worked fine, because kAnimate was differently implemented. aDoorLeft::cantBeHere() is called by kDoBresen and gets 0x8000 back - like qfg1 vga gate issue | |||
* LSL6: when peeking through the tiles, arithmetic error comes up - because cycles selector contains a pointer (ROsc script 938) | * LSL6: when peeking through the tiles, arithmetic error comes up - because cycles selector contains a pointer (ROsc script 938) | ||
* LSL6: sometimes the tram does not stop. This is a game script issue and not an engine one, but we should still figure out what goes wrong and fix it. To make it work -> see SCI bugs | * LSL6: sometimes the tram does not stop. This is a game script issue and not an engine one, but we should still figure out what goes wrong and fix it. To make it work -> see SCI bugs |
edits