Difference between revisions of "Gob/TODO"

From ScummVM :: Wiki
< Gob
Jump to navigation Jump to search
m (→‎Status: combining into one sentence)
(Update)
Line 15: Line 15:


=== Missing stuff ===
=== Missing stuff ===
* Missing opcodes (0x21, 0x84, 0x86, 0x87, 0x88)
* IMD-stubs (sound)
* IMD-stubs (sound?)


=== Sound ===
=== Sound ===
* Wrong speaker sound when putting away items in Ween on some machines
* Wrong speaker sound when putting away items in Ween on some machines
=== Code/Style ===
* "Unnamed" functions & vars
* Code dup (quite a lot actually)
=== Memory ===
* Leaks (in Scenery::loadAnim())


== File-specific tasks ==
== File-specific tasks ==

Revision as of 14:56, 20 March 2007

Status

Gobliiins 1, Gobliins 2, The Prophecy and Bargon Attack are 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
  • Graphical glitch when loading a save made on the Bargon bridge after transforming self in Bargon Attack (the original actor appears as well)

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)

Missing stuff

  • IMD-stubs (sound)

Sound

  • Wrong speaker sound when putting away items in Ween on some machines

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