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Difference between revisions of "SAGA/TODO"

116 bytes removed ,  23:15, 4 June 2007
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== IHNM ToDos ==
== IHNM ToDos ==
* ['''Important'''] Implement sfScriptGotoScene differences for IHNM. For example, when a wrong monitor is selected with Ted, normally the door closes, screen goes black and AM says "Oh oh oh sorry Ted, try again", and we're taken to the character selection screen again. ScummVM just exits, because this case is currently not handled by sfScriptGotoScene yet
* ['''Important'''] Implement sfScriptGotoScene differences for IHNM. For example, when a wrong monitor is selected with Ted, normally the door closes, screen goes black and AM says "Oh oh oh sorry Ted, try again", and we're taken to the character selection screen again. ScummVM just exits, because this case is currently not handled by sfScriptGotoScene yet
* ['''Important'''] Stepzone format seems to be changed. For examplem when trying to climb up the stairs to the second floor of the zeppelin with Gorrister, the hitzone returned is wrong. ScummVM adjusts incorrect hitzone 1 with 0 in this case. This is probably related to the unknown format of the stepzones. This adjustment doesn't work when climbing down the stairs though, so it's impossible to climb down the stairs once you've climbed up. This occurs because the staircase is a stepzone which is incorrectly loaded as a hitzone
* Stepzone format seems to be changed or no stepzones exist in IHNM
* When trying to climb up the stairs to the second floor of the zeppelin with Gorrister, the game tries to disable the hitzone of the tear at the end of the corridor, however the hitzone returned is wrong. Currently, the hitzone is not disabled using a hack in the code, which makes the staircase work correctly in that room, thus preventing a crash
* Conversation options are not shown correctly (wrong positioning and colors). This is noticeable with Nimdok, when talking to the prisoner. Also, if a conversation option is selected, the character does not say it and we immediately jump to the other character's reply instead
* Conversation options are not shown correctly (wrong positioning and colors). This is noticeable with Nimdok, when talking to the prisoner. Also, if a conversation option is selected, the character does not say it and we immediately jump to the other character's reply instead
* Psychic Profile display. Underlying variables seem to be deciphered.
* Psychic Profile display. Underlying variables seem to be deciphered.
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