Difference between revisions of "Gob/TODO"

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(Removing the "with rare bugs")
(Update)
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* Alignment fixes (done?)
* Alignment fixes (done?)


== Bugs, glitches and todos ==
== 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 ===
=== General ===
* 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 (script bug, happens in the original as well)
* Graphical glitches in Bargon (incorrect drawing of partly-covered objects and wrong drawing positions)
* 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 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 [http://sourceforge.net/tracker/?func=detail&aid=1622850&group_id=37116&atid=418820 (#1622850)]
* 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)]
* Pathfinding b0rked in Bargon Attack
* Using the panel in the garage in Bargon Attack locks the actor, game therefore currently not completable


=== Missing stuff ===
=== Missing stuff ===
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=== Memory ===
=== Memory ===
* Leaks (lots)
* Leaks (in Scenery::loadAnim())
* My glibc sometimes detects corrupted double-linked list and double frees; not good
 


== 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 that bug was most likely produced by me while cramming the player's source into ScummVM.
* 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
* musmac1.adl from Gobliiins Mac version isn't played correctly at all

Revision as of 10:04, 17 February 2007

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)
  • Pathfinding b0rked in Bargon Attack
  • 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 walking sound in Gobliins 2 (speaker) (#1621086)

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