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Gob/TODO

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Revision as of 14:50, 5 February 2007 by DrMcCoy (talk | contribs) (Added the bug in the interactive demo)

Status

Gobliiins 1 is completable. Gobliins 2 is completable with rare bugs.

Show stoppers

  • Alignment fixes (done?)

Bugs, glitches and todos

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)
  • Gobliins 2's interactive demo isn't working: The timing is off and the cursor often isn't shown (#1622850)

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 (lots)
  • My glibc sometimes detects corrupted double-linked list and double frees; not good


System-specific bugs

AmigaOS 4


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