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Difference between revisions of "SAGA/TODO"

664 bytes added ,  16:53, 5 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
* When doing a good deed which raises the spiritual barometer (e.g. when Gorrister is wiping his hands on the tablecloth), the music should change to a more "light" theme. This is not happening in ScummVM
* Stepzone format seems to be changed or no stepzones exist in IHNM
* 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
* 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. Also, the tear should originally be a stitching that the player can rip open with the knife, thus making a tear
* 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
* Some in-game animations are not shown: in the screen just outside the tear, where Gorrister's heart is, when trying to pick up the heart with the rope placed, there should be an animation where Gorrister is picking up his heart, which is not shown in ScummVM. Also, when using the knife on an air bag, the animation where the airbag is losing gas is not shown
* Conversation options are not shown correctly (wrong 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.
* Actor animations are all wrong. (It's better now, but is it right yet?). Helen's walking animation is not showing at all. Actor::getActorFrameRange keeps throwing wrong frametypes 0x0 and 0x2 for actorId 0x2000 and 0x2001
* Actor animations are all wrong. (It's better now, but is it right yet?). Helen's walking animation is not showing at all. Actor::getActorFrameRange keeps throwing wrong frametypes 0x0 and 0x2 for actorId 0x2000 and 0x2001
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