Difference between revisions of "Gob/TODO"

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(Adding info about the music land bug)
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=== Script bugs ===
=== Script bugs ===
* 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: 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. [http://sourceforge.net/tracker/?func=detail&aid=1705338&group_id=37116&atid=418820 (#1705338)]
* Bargon Attack: Graphical glitch when loading a save made on the Bargon bridge after transforming self (the original actor appears as well).
* Bargon Attack: Graphical glitch when loading a save made on the Bargon bridge after transforming self (the original actor appears as well).



Revision as of 00:55, 3 August 2007

Status

  • Gobliiins 1, Gobliins 2, Goblins 3, The Prophecy and Bargon Attack are completable.
  • Woodruff starts, the intro plays and the scripts enter the main loops. Woodruff himself isn't handled correctly.
  • Lost in Time is playable, perhaps even completable. Title doesn't show.
  • A.J's World is playable. Saving anything doesn't work, plus minor glitches.
  • Inca II starts and is playable, but hangs when a space shooter sequence should start.

Port-specific problems

  • Goblins 3: Broken scrolling on SymbianOS. Game is not completable. (Forum Post)
  • Goblins 3 CD: Crash on each character close-up on the PSP and Dreamcast. Game is not completable. (#1742029)

Bugs, glitches and ToDos

Script bugs

  • 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. (#1705338)
  • Bargon Attack: Graphical glitch when loading a save made on the Bargon bridge after transforming self (the original actor appears as well).

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).

Sound

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

Video

  • VMD: Videos with 16bit sound have occasional broken sound frames, especially in the initial buffers fill. I seem to use the wrong initial samples for the DPCM-decoding.
  • VMD: No stereo sound.

File-specific tasks

video.cpp

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

music.cpp

  • Gobliins 2: The 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.