Difference between revisions of "Gob/TODO"

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== Status ==
{{Infobox_TODO|
* Gobliiins 1, Gobliins 2, Goblins 3, The Prophecy, Bargon Attack, Lost in Time and Woodruff are completable.
taskname=Gob Engine TODO|
* A.J's World is playable. No saving + minor glitches.
techcontact=[[Gob]] Engine Team|
* Inca II starts and is playable. No space shooter.
subsystem=Engine|
* The Last Dynasty's videos play but exits after the intro.
}}
* Urban Runner crashes/locks immediately.
 
== Port-specific problems ==
* Goblins 3: Broken scrolling on SymbianOS. Game is '''not completable'''. [http://forums.scummvm.org/viewtopic.php?t=4064 (Forum Post)]. Fixed in the SVN repository.


== Bugs, glitches and ToDos ==
== Bugs, glitches and ToDos ==
=== Script bugs ===
=== 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: 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. {{BugTrack|num=1705338}}
* 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. {{BugTrack|num=1786556}}
* 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}}
* Bargon Attack: Graphical glitch when loading a save made on the Bargon bridge after transforming self (the original actor appears as well).
* 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 ===
Line 23: Line 30:


* A few graphical glitches remain:  
* A few graphical glitches remain:  
**{{BugTrack|num=1793356}}
** Goblins 3: double sprite glitch in the queen level {{Tracker|id=3401}}
**{{BugTrack|num=1994369}}
** Lost in Time: sprite gets corrupted during a dialogue {{Tracker|id=3839}}
**{{BugTrack|num=1972466}}
** Lost in Time: palette issue with sprites {{Tracker|id=3838}}
**{{BugTrack|num=2033907}}
** Woodruff: Palette glitch {{Tracker|id=3768}} (Also happens in the original)
**{{BugTrack|num=2033882}}
** 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 ===
* Ween: Wrong speaker sound when putting away items 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.
=== Video ===
* VMD: No stereo sound.
* VMD: Urban Runner's videos completely broken.


== File-specific tasks ==
== File-specific tasks ==
Line 41: Line 46:


=== music.cpp ===
=== music.cpp ===
* Gobliins 2: The intro music has broken percussions. A bug in the AdLib emulator.
* Gobliiins Mac: musmac1.adl isn't played correctly at all.
* Gobliiins Mac: musmac1.adl isn't played correctly at all.


== Game-specific tasks ==
== Game-specific tasks ==
=== Woodruff ===
=== 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)
* Flickering while switching from "normal" objects to object videos (before the first object video frame, neither is drawn).
* Problems with the Italian version: {{BugTrack|num=1981031}}
* Crash while loading the "Game over" screen for the Rummy game: {{BugTrack|num=1974745}}


=== Inca 2 ===
=== Inca 2 ===


* The (hard-coded) space shooter isn't yet implemented.
* The (hard-coded) space shooter isn't yet implemented.
* No saving yet.
* A few graphic glitches remain.
* 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 ===
=== The Last Dynasty ===


* Half-res videos should be scaled.
* Intro video still buggy.
* Space shooter is hard-coded there, too.
* Space shooter is hard-coded there, too.
* The game exits "normally" after playing the intro (unimplemented GoblinOpcodes).
* The game currently loops strangely, thanks to the faked shooter return code.


=== Urban Runner ===
=== Urban Runner ===


* The videos are doing "funky" stuff.
* When mousing over the register in the hotel action sequence, the inventory pops up.
* Crashes after the (broken) intro.
* 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]