SAGA/TODO
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Status
- ITE is completable with rare minor gfx glitches.
- IHNM shows complete intro. Also, some chapters are partially working, but it's not possible to return to the character selection screen once a chapter is completed (or abruptly stopped by a wrong player option) and ScummVM exits instead.
- Chapter 1 (Gorrister): Completable with full points but has some glitches
- Chapter 2 (Ellen): Needs more testing
- Chapter 3 (Benny): Not completable, trying to use the video screen in the elder's cave crashes ScummVM
- Chapter 4 (Nimdok): Completable with full points but has some glitches
- Chapter 5 (Ted): Not completable, it's impossible to interact with the books in the room of the witch
- Chapter 6 (Endgame): Not possible to test yet
IHNM ToDos
General
- Conversation options are not shown correctly (wrong colors)
- If a conversation option is selected, the character does not say it and we immediately jump to the other character's reply instead
- Actor walking speed is not correct when exiting from rooms
- After chapter selection AM has intro speech. After the speech, the actor is incorrectly shown for a brief moment. In the original, the screen colors get garbled momentarily, so this seems to be an issue with the scripts in the original game, albeit it affects ScummVM in a different manner
- After the introduction, during the character selection screen, 5 warnings are thrown (Frame List ID = 0 for actor index 0,1,2,3,9). This happens at other places, too
- It seems that depth image isn't correct. Different format?
- Options panel shows up without textures on the buttons and some options are not functioning yet (e.g. the load/save dialogs)
- The way that verbs are assigned internally is ugly and needs to be cleaned up
- Only numbers 1-4 on the keyboard are working to select a converse option, the rest are only selectable with the mouse
- When the spiritual barometer changes, the character's portrait changes to "happy" or "sad", but the background color is updated after moving to another screen
- Actor::getActorFrameRange keeps throwing wrong frametypes 0x0 and 0x2 for actorId 0x2000 and 0x2001 during character selection and when Ted enters the castle
Missing functions
- [Important] Implement sfScriptGotoScene differences for IHNM, which will allow to go back to the character selection screen once a chapter is complete
- Implement several missing functions:
- Psychic profile related: sfPsychicProfile and sfPsychicProfileOff
- Video and cutaway related: Scene::restoreScene
- Investigate what the following opcodes are:
- sf87
- sf88
- sf89
- sf103 (is_actorfacing?)
- Investigate if opcodes sf64, sf69, sf70, sf73 and sf92 are really dummy (null) opcodes
- Voices volume isn't implemented yet
- Implement saving and loading
Pathfinding bugs
- [Important] Chapter 5 (Ted): When trying to interact with the books in the room of the witch, Ted turns around and moves out of the room. This makes it impossible to complete Ted's chapter. Perhaps a bug with the pathfinding algorithm - the books seem to be in a "no go" area
- Instructions to reproduce: Enter the octagon, push the second monitor from the left (the one with the castle), enter the castle and go to the right door to the room of the witch (not the door with the blue light, that's the chapel). There, try to use the books on the library
- Chapter 1 (Gorrister): Characters can get stuck in environmental objects (might be because of mistakes in actor animation). E.g. Gorrister can get stuck in the corridor railings
- Instructions to reproduce: Exit the room, then start walking up and down the corridor, Gorrister can get stuck at the corridor's railings
- Chapter 1 (Gorrister): When trying to flush the toilet with Gorrister, he moves to the left of it, not in front ot it
- Instructions to reproduce: Exit the room, go left, enter the left door, go up, take the knife and the fork, exit the room and exit back to the hallway, go down to the engine room and use the fork on the engine. Then go up, climb up the stairs and rip 2 balloons open with the knife. Go down, use the hatch, enter the honky-tonk and enter the restrooms (left door), then try to use the toilet to flush it
- Chapter 3 (Benny): When walking with Benny from the forest to the caves, the actor can't find the path properly
- Instructions to reproduce: Use the stairs, fall down and try to follow the path up to the caves
- Chapter 3 (Benny): When clicking on a cave entrance with Ben, he starts walking to the cave and then moves a step back, thus he can't enter it. If the user clicks on the lower left of each cave (or other spots around the cave entrance), Ben enters the cave correctly
- Instructions to reproduce: Use the stairs, fall down, go up to the caves and try to enter the middle cave (the one with the blue light)
- Chapter 4 (Nimdok): When trying to use the scalpel on the doctor or later on the ether on the patient with the eyes in the jar, Nimdok walks away to the right and goes up to the recovery room. Workarounds for these are to stand right next to the doctor and to use the patient with the ether, instead of using the ether with the patient
- Instructions to reproduce: Enter the hospital on the right, go up in the surgery room, pick up the scalpel and try to use it on the doctor. This will only work if you're standing right next to the doctor. After doing this, go up, push the vent, open the door and from the courtyard enter the hospital and the operating room again. Pick up the ether and try to use it on the patient. Nimdok will leave again. For some reason, using the items in a reverse order ("use the patient with the ether" instead of "use the ether with the patient" works
Chapter 1: Gorrister
- When flushing the toilet, the door is moved to a weird spot (looks like a line above the toilet stall)
- The hatch inside the zeppelin is not drawn correctly
- sfPlaceActor throws a "Wrong frameOffset 0x1" warning when using the knife to scare the mice away in the kitchen
- Using the jukebox in the honky-tonk changes "use" to "use with". Perhaps an issue with whichObject()
- Looking at the cages in the zeppelin's engine room while a caged animal is shown can cause ScummVM to crash
- If you look outside the porthole in the room where the gun is (Gorrister's chapter, exit starting room, go left and enter the right door), the screen will change, showing the ship's engine. However, after the animation is complete, the scene doesn't update properly to show the room again, and it shows the last frame of the engine animation instead. This occurs because of the unimplemented parts of Anim::returnFromCutaway(), in particular the missing restoreScene() function
- When doing a good deed which raises the spiritual barometer with Gorrister (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
Chapter 2: Ellen
- Ellen's animations are not showing at all
- When interacting with the rightmost monitor in the room with the monitors, the animation is not shown correctly and the game's palette after the animation is all wrong
- When Ellen is selected at the character selection screen and while AM is talking to her, she should have a different expression in her portrait, which changes once she gets zapped outside the pyramid. Her portrait is static in ScummVM
Chapter 3: Benny
- [Important] It's not possible to use the video screen in the elder's cave, ScummVM crashes
Chapter 4: Nimdok
- When Nimdok enters the hospital at the beginning of the chapter and talks with the other doctor, the text of their dialog goes off screen
- When pushing the vent in the patient recovery room, the vent sprite is not updated (but the vent opens normally)
- In the operating room, when the patient with the eyes in the jar is on the table, it's not possible to "use the ether with the patient" but it's possible to "use the patient with the ether"
- When the prisoners take over the prison, the mob of the angry prisoners in the entrance is not shown properly. Only the animated arms of the prisoners are shown
Chapter 5: Ted
- 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
Chapter 6: Endgame
[Not possible to test yet]
Original engine bugs
- When loading games, the music played is the one that was playing from the scene where the game was loaded. For example, if a saved game is loaded from the character selection screen, which was made on chapter X, then once the game is loaded, the music from the character selection screen is still played
ITE ToDos
- Amiga versions of the game would be nice to support. Though Amiga porter which once appeared at our forums doesn't reply to sev's letters. Maybe another dev should try that?
- Original DOS demo. It is based on very early version of engine, so many structures are different. I've mapped most of resources but they stay untested.
- Move actors and objects list to our code. I've found them but not yet processed.
Requests
- We need to find out where following functions are called:
- SF_cycleColors -- all implementation bits sit in palanim.cpp
- sfPlayVoice -- used in ITE CD
- There are currently two versions of ITE that are not uniquely identified: the Wyrmkeep "Win32 CD Version" and the original "DOS/Win32 CD Version". When adding games, the user gets to do the disambiguation, but what happens with the detection when playing the game?
BUGS
- Occasional graphics glitches in ISO rooms. (At least in the Rats maze.) Most notable when entering rounded doors. (3d draw sequence is wrong)
- pressing ESC during making fire - breaks anim sequence
Interface
- wrong Option button draw sequence - some dots have inproper color.
- handleConverseUpdate scrolls converse too quickly.
- handleCommandUpdate scrolls inventory too quickly.
Original engine bugs
- Actors are drawn (some pixels above status bar) at Chota's falling. - Original engine draws its too - so it is not our bug
Long-term ToDos
Bugs/misfeatures
- Make actor animation Event-driven. See FIXME in actor.cpp. Maybe it should be INTERVAL_EVENT
- Inspect Font module - free memory, GameFontIds <-> FONT_ID
- In many places RSC_LoadResource() is called but memory is not freed afterwards, i.e. there is a huge leak
- Optimize screen output. Now we blit whole screen for each frame.
- When using the original XMIDI music resources, some songs play at the wrong speed. The worst example I've heard of this is the "Elk Fanfare" during the intro. It could be the meta events we don't handle, but at least the tempo event doesn't seem to make any difference. Maybe something in the data header instead...?
- Remove use of floating point, especially doubles.