Difference between revisions of "Gob/TODO"

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m (→‎Graphics: fix bug item links and consistency)
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* A few graphical glitches remain:  
* A few graphical glitches remain:  
** GOB3: double sprite glitch in the queen level {{BugTrack|num=1793356}}
** Goblins 3: double sprite glitch in the queen level {{BugTrackSF|id=3401}}
** WOODRUFF: Palette glitch {{BugTrack|num=1994369}} (Also happens in the original)
** Lost in Time: sprite gets corrupted during a dialogue {{BugTrackSF|id=3839}}
** LOST IN TIME: sprite gets corrupted during a dialogue {{BugTrack|num=2033907}}
** Lost in Time: palette issue with sprites {{BugTrackSF|id=3838}}
** LOST IN TIME: palette issue with sprites {{BugTrack|num=2033882}}
** Woodruff: Palette glitch {{BugTrackSF|id=3768}} (Also happens in the original)
** WOODRUFF: Graphic glitches {{BugTrack|num=2037184}} (2 of 3 also happens in the original)
** Woodruff: Graphic glitches {{BugTrackSF|id=3848}} (2 of 3 also happens in the original)
** WOODRUFF: GFX Glitches {{BugTrack|num=2828858}} (Also happens in the original)
** Woodruff: GFX Glitches {{BugTrackSF|id=4491}} (Also happens in the original)


=== Sound ===
=== Sound ===

Revision as of 06:45, 21 March 2015

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. Template:BugTrackSF
  • 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. Template:BugTrackSF
  • Goblins 3: 'A Bell' button hotspot disappears. Template:BugTrackSF
  • Goblins 3: Chessboard scene reloads after the rat is first used. Template:BugTrackSF
  • Goblins 3: Unable to enter the Battlefield. Template:BugTrackSF
  • Goblins 3: Unable to progress through queen's throne room. Template:BugTrackSF
  • Lost in Time: sprite gets corrupted during a dialogue. Template:BugTrackSF
  • Woodruff: Infinite hypnotic CDs. Template:BugTrackSF
  • Woodruff: Access to the Laboratory. Template:BugTrackSF
  • Woodruff: Wrong code for safe in temple. Template:BugTrackSF
  • Woodruff: Bluxtre nut not drawn after leaving it on the ground. Template:BugTrackSF

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

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 #1974745]