Difference between revisions of "Gob/TODO"

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Use Tracker template instead of BugTrackSF
(Bargon Attack is completable)
(Use Tracker template instead of BugTrackSF)
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== Status ==
{{Infobox_TODO|
Gobliiins 1 is completable. Gobliins 2 is completable. The Prophecy is completable. Bargon Attack is completable.
taskname=Gob Engine TODO|
 
techcontact=[[Gob]] Engine Team|
== Show stoppers ==
subsystem=Engine|
* Alignment fixes (done?)
}}


== Bugs, glitches and ToDos ==
== Bugs, glitches and ToDos ==
=== Script bugs ===
=== 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
* Bargon Attack: Graphical glitch when loading a save made on the Bargon bridge after transforming self (the original actor appears as well).
* Graphical glitch when loading a save made on the Bargon bridge after transforming self in Bargon Attack (the original actor appears as well)
* Fascination: Some versions have incorrect timing in several places as they used loading time. Fixing the scripts is required in those cases (before entering the lab was the most visible example) - '''Now fixed in Amiga and Atari versions'''
* Fascination: The game sometimes hangs in the parking lot when the card is used directly, without the code. - '''This also occurs in the original exe'''
* Gobliins 2: Leaving Vivalzart's screen and returning after putting the mushroom into the machine yields another mushroom in the inventory. Letting Winkle use that one with the machine locks him up.
* Gobliins 2: In music land, trying to switch the screen should be prohibited by the scripts, but isn't. A workaround keeps ScummVM from crashing and shows a dialog box instead. {{Tracker|id=3155}}
* Gobliins 2: In the bubble screen, the game lets you try to release the prince before acquiring the safety pin, leaving you in an unfinishable state. {{Tracker|id=3392}}
* Goblins 3: 'A Bell' button hotspot disappears. {{Tracker|id=3805}}
* Goblins 3: Chessboard scene reloads after the rat is first used. {{Tracker|id=3986}}
* Goblins 3: Unable to enter the Battlefield. {{Tracker|id=4022}}
* Goblins 3: Unable to progress through queen's throne room. {{Tracker|id=4016}}
* Lost in Time: sprite gets corrupted during a dialogue. {{Tracker|id=3839}}
* Woodruff: Infinite hypnotic CDs. {{Tracker|id=3750}}
* Woodruff: Access to the Laboratory. {{Tracker|id=3751}}
* Woodruff: Wrong code for safe in temple. {{Tracker|id=3777}}
* Woodruff: Bluxtre nut not drawn after leaving it on the ground. {{Tracker|id=3742}}


=== General ===
=== 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)
* Mouse cursor sometimes shown when it shouldn't and vice versa. (Introduced when I changed cursor handling to 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 [http://sourceforge.net/tracker/?func=detail&aid=1622850&group_id=37116&atid=418820 (#1622850)]
* The number of used jokers isn't saved correctly: you'll always have 5 to spend again after loading. This is a result of using individual files for each save slot and letting the user exit with CTRL-Q (the number of jokers is saved globally for the whole game and only when exiting using the menu).


=== Missing stuff ===
=== Graphics ===
* Missing opcodes (0x21, 0x84, 0x86, 0x87, 0x88)
 
* IMD-stubs (sound?)
* A few graphical glitches remain:
** Goblins 3: double sprite glitch in the queen level {{Tracker|id=3401}}
** Lost in Time: sprite gets corrupted during a dialogue {{Tracker|id=3839}}
** Lost in Time: palette issue with sprites {{Tracker|id=3838}}
** Woodruff: Palette glitch {{Tracker|id=3768}} (Also happens in the original)
** Woodruff: Graphic glitches {{Tracker|id=3848}} (2 of 3 also happens in the original)
** Woodruff: GFX Glitches {{Tracker|id=4491}} (Also happens in the original)


=== Sound ===
=== Sound ===
* Wrong speaker sound when putting away items in Ween on some machines
* Ween: Wrong speaker sound when putting away items on some machines.
 
* Fascination: The duration of short sounds is sometimes incorrect. The most obvious problem is the sound of the keys of the phone: the sound is not played for each key (first room). This may be similar to the Ween sound issue.
=== Code/Style ===
* "Unnamed" functions & vars
* Code dup (quite a lot actually)
 
=== Memory ===
* Leaks (in Scenery::loadAnim())


== File-specific tasks ==
== File-specific tasks ==
=== video.cpp ===
=== video.cpp ===
* Add support for other rendering modes (EGA/CGA/Hercules) lega.gdr, l360.gdr, lcga.gdr
* Add support for other rendering modes (EGA/CGA/Hercules) lega.gdr, l360.gdr, lcga.gdr.


=== music.cpp ===
=== 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.
* Gobliiins Mac: musmac1.adl isn't played correctly at all.
* musmac1.adl from Gobliiins Mac version isn't played correctly at all
 
== Game-specific tasks ==
=== Fascination ===
* Add support to the [[RAC file]], which is used by the protection of the CD version. (not really required, the game works with extracted STKs)
 
=== Inca 2 ===
 
* The (hard-coded) space shooter isn't yet implemented.
* A few graphic glitches remain.
 
=== Little Red Riding Hood ===
 
* Handle direction keys, so that the arcade part is playable
 
=== Playtoons ===
 
* Creation tool is not working properly.
* Clicking on a word should spell it, not the first word of the sentence
 
=== The Last Dynasty ===
 
* Space shooter is hard-coded there, too.
* The game currently loops strangely, thanks to the faked shooter return code.
 
=== Urban Runner ===
 
* When mousing over the register in the hotel action sequence, the inventory pops up.
* Corrupt encoded frames in videos are skipped or masked by original interpreter. Need to do the same.
** Most of these are now detected and corrected masked, but three cases still remain as of 2011-04-26:
*** < 1sec white glitch in video triggered when Max approaches Door in Basement ("mxport2").
*** ~1sec white glitch in video as Adda escapes from warehouse.
*** Large red/orange glitch in Inspector Van Dell video shown after Max complete Pool Hall entry ("sn6").
 
=== Woodruff ===
 
* Crash while loading the "Game over" screen for the Rummy game: {{Tracker|id=3749}}
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