Difference between revisions of "Cine/TODO"

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49 bytes removed ,  17:03, 21 February 2016
Use Tracker template instead of BugTrackSF
(Add current blocking bug in OS support)
(Use Tracker template instead of BugTrackSF)
 
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** Restart Game
** Restart Game
** Change Backup Drive
** Change Backup Drive
* Add code to replace the original save/load dialogs with ScummVM dialogs, thus allowing 255 saveslots, rather than limited to 10 slots.
* Add ScummVM savegame thumbnail support (Need to maintain loading of older savegames where this is not present).
* add support for AtariST sound and music resources (if different from Amiga)
* add support for AtariST sound and music resources (if different from Amiga)
* add support PC Speaker instruments in the PC SoundFX player code (write PCSoundDriver subclasses)
* add support PC Speaker instruments in the PC SoundFX player code (write PCSoundDriver subclasses)
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** resource loading (parts, vol.cnf)
** resource loading (parts, vol.cnf)
* finish Operation Stealth support
* finish Operation Stealth support
** Lockup in Scene 5 when "operate Girl" underwater. Traced with gdb to sound.cpp:792 i.e. _fadeOutTimer infinite loop. This was introduced by the addition of the MT-32 output driver for Future Wars and associated mutex changes. Looks like the timer was decremented by callbacks occuring during the load method call, but these are now mutexed so this causes an lockup if used.
** Graphics Glitches:
** Graphics Glitches:
*** Upon loading savegames, Palette is incorrect until you change screen.
*** Scene 1 Room 4 (Airport - Baggage Belt) - Palette glitch if "Operate" is performed on "American Passport" inventory item.
*** Double fade out glitch on scene changes, notably in Scene 2 Room 5 (Bank Vault).
*** Scene 3 Underwater Animation Sequence seem very hard in last screen. Timing bug? Add "oxygenCheat" command for playtesting?
*** Scene 6 Room 2 (Mansion Study, Safe Closeup) - LED Digits (mainly 4) Missing Segments.
*** Scene 6 Room 2 (Mansion Study, Safe Closeup) - LED Digits (mainly 4) Missing Segments.
*** Scene 8 (Cutscene - Top Of Porthole Tunnel Ladder) - Background around Ego (John) square with incorrect color.
*** Scene 8 (Cutscene - Top Of Porthole Tunnel Ladder) - Background around Ego (John) square with incorrect color.
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*** Scene 9 Room 12 (Master Control Room) - Background around console lights in bottom-left corner has square with incorrect color.
*** Scene 9 Room 12 (Master Control Room) - Background around console lights in bottom-left corner has square with incorrect color.
*** Scene 9 Room 12 (Master Control Room) - Countdown LED Digits (mainly 4) Missing Segments.
*** Scene 9 Room 12 (Master Control Room) - Countdown LED Digits (mainly 4) Missing Segments.
*** Scene 9 Room 12 (Master Control Room) - Main Trajectory display horizontal black lines (image decode bug).
*** Scene 9 (On Gantry before boarding Helicopter) - Ego (John) background is incorrect and Ego is Black - incorrect palette?
*** Scene 9 (On Gantry before boarding Helicopter) - Ego (John) background is incorrect and Ego is Black - incorrect palette?
** Save/Load not possible between Scene 5 (Otto throws John into Sea off Boat) until after Scene 6 Labyrinth Arcade Sequence and During Scene 8 Rat Labyrinth Arcade Sequences - Think this was possible in the original and makes the arcade sequences much harder.
** Save/Load not possible between Scene 5 (Otto throws John into Sea off Boat) until after Scene 6 Labyrinth Arcade Sequence and During Scene 8 Rat Labyrinth Arcade Sequences - Think this was possible in the original and makes the arcade sequences much harder.
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== Bugs ==
== Bugs ==
* Future Wars: Looping samples don't loop in Amiga version ([http://sourceforge.net/tracker/?func=detail&aid=3091660&group_id=37116&atid=418820 #3091660])
* Future Wars: Looping samples don't loop in Amiga version{{Tracker|id=4440}}
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