Gob/TODO

From ScummVM :: Wiki
< Gob
Revision as of 14:43, 1 March 2007 by DrMcCoy (talk | contribs) (Update)
Jump to navigation Jump to search

Status

Gobliiins 1 is completable. Gobliins 2 is completable. The Prophecy is completable.

Show stoppers

  • Alignment fixes (done?)

Bugs, glitches and ToDos

Script bugs

  • Vivalzart: After putting the mushroom in the machine, leaving the room yields another mushroom in the inventory. Letting Winkle use that one with the machine locks him up

General

  • Mouse cursor sometimes shown when it shouldn't and vice versa (introduced when I changed it to use the CursorManager; my solution isn't all that great, apparently)
  • Gobliins 2's interactive demo isn't working: The timing is off and the cursor often isn't shown (#1622850)
  • Using the panel in the garage in Bargon Attack locks the actor, game therefore currently not completable

Missing stuff

  • Missing opcodes (0x21, 0x84, 0x86, 0x87, 0x88)
  • IMD-stubs (sound?)

Sound

  • Wrong speaker sound when putting away items in Ween on some machines

Code/Style

  • "Unnamed" functions & vars
  • Code dup (quite a lot actually)

Memory

  • Leaks (in Scenery::loadAnim())

File-specific tasks

video.cpp

  • Add support for other rendering modes (EGA/CGA/Hercules) lega.gdr, l360.gdr, lcga.gdr

music.cpp

  • The Gobliins 2 intro music has broken percussions. The stand-alone player plays it correctly, so it's either a bug I introduced or a bug in the AdLib emulator.
  • musmac1.adl from Gobliiins Mac version isn't played correctly at all