Difference between revisions of "Gob/TODO"

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{{Infobox_TODO|
taskname=Gob Engine TODO|
techcontact=[[Gob]] Engine Team|
subsystem=Engine|
}}


== Showstoppers ==
== Bugs, glitches and ToDos ==
'''Assignee:''' Carthag
=== Script bugs ===
I am going to work on this, this Sunday. I will
* Bargon Attack: Graphical glitch when loading a save made on the Bargon bridge after transforming self (the original actor appears as well).
initlally confine myself to game.cpp, and then start migrating the  
* 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'''
changes to wherever the files are accessed.
* 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}}


It crashes now in game.cpp function game_loadExtTable() at
=== General ===
data_readData().
* 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.)
* 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).


This is all bad. Whole game tries to read structures directly without parsing them.
=== Graphics ===
Problems which it arises:
* sizeof(struct) is bigger than sum of sizes of its elements on most systems due to alignment. This is why it crashes now


* Endianness is not honoured
* 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)


What we should do here is get rid of both data_openData and data_readData()
=== Sound ===
and write function with this prototype (give it proper name):
* 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.


  MemoryReadStream data_getData(const char *filename, const char *chunkname);
== File-specific tasks ==
=== video.cpp ===
* Add support for other rendering modes (EGA/CGA/Hercules) lega.gdr, l360.gdr, lcga.gdr.


It will read whole named chunk and return a stream of it. So code using it
=== music.cpp ===
will look as follow:
* Gobliiins Mac: musmac1.adl isn't played correctly at all.


  chunk = new data_getData("intro.stk", "intro.tot");
== Game-specific tasks ==
  foo.a = chunk.readUint32LE();
=== Fascination ===
  chunk.read(foo.b, 20);
* 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)
  delete chunk;


MemoryReadStream will track end of chunk by itself, so no additional code is needed.
=== Inca 2 ===


All places should be revisited and rewritten as every one will cause problems.
* The (hard-coded) space shooter isn't yet implemented.
* A few graphic glitches remain.


This will let us get rid of file_open() too which is an implementation of
=== Little Red Riding Hood ===
an ugly idea.


== Main and long-term goals ==
* Handle direction keys, so that the arcade part is playable
* Make thing work
* Convert it to C++ classes. This should be done on per-file basis and keep in mind
  that we should make it to resemble original code al little as possible.
* Endianness fixes


=== Playtoons ===


== video.cpp ==
* Creation tool is not working properly.
'''Assignee:''' Ender is working on these
* Clicking on a word should spell it, not the first word of the sentence
* Proper video initialization
* Get rid of DriverInterface and implement respective functions
* Support for all rendering modes i.e. VGA/EGA/CGA/Hercules


== util.cpp ==
=== The Last Dynasty ===
* Implement keyboard input functions
* Mouse input


== text.cpp ==
* Space shooter is hard-coded there, too.
* This file should be removed and is not currently required for compilation
* The game currently loops strangely, thanks to the faked shooter return code.
  but we need to inspect which variables does it set and to which values and
  convert them to our Config Manager. We should support all video outputs
  and at least PC speaker and Adlib.


== sound.cpp ==
=== Urban Runner ===
* Has yet to be written from sound.asm


== gob.cpp ==
* When mousing over the register in the hotel action sequence, the inventory pops up.
* Write proper game detection. (MD5-based?)
* 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}}

Latest revision as of 16:55, 21 February 2016

TODO List
Name Gob Engine TODO
Technical Contact(s) Gob Engine Team
Subsystem Engine

Bugs, glitches and ToDos

Script bugs

  • Bargon Attack: Graphical glitch when loading a save made on the Bargon bridge after transforming self (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. [Bug #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. [Bug #3392]
  • Goblins 3: 'A Bell' button hotspot disappears. [Bug #3805]
  • Goblins 3: Chessboard scene reloads after the rat is first used. [Bug #3986]
  • Goblins 3: Unable to enter the Battlefield. [Bug #4022]
  • Goblins 3: Unable to progress through queen's throne room. [Bug #4016]
  • Lost in Time: sprite gets corrupted during a dialogue. [Bug #3839]
  • Woodruff: Infinite hypnotic CDs. [Bug #3750]
  • Woodruff: Access to the Laboratory. [Bug #3751]
  • Woodruff: Wrong code for safe in temple. [Bug #3777]
  • Woodruff: Bluxtre nut not drawn after leaving it on the ground. [Bug #3742]

General

  • 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.)
  • 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).

Graphics

  • A few graphical glitches remain:
    • Goblins 3: double sprite glitch in the queen level [Bug #3401]
    • Lost in Time: sprite gets corrupted during a dialogue [Bug #3839]
    • Lost in Time: palette issue with sprites [Bug #3838]
    • Woodruff: Palette glitch [Bug #3768] (Also happens in the original)
    • Woodruff: Graphic glitches [Bug #3848] (2 of 3 also happens in the original)
    • Woodruff: GFX Glitches [Bug #4491] (Also happens in the original)

Sound

  • 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.

File-specific tasks

video.cpp

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

music.cpp

  • Gobliiins Mac: musmac1.adl 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: [Bug #3749]