Gob/TODO

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Revision as of 22:43, 7 March 2007 by Clone2727 (talk | contribs) (→‎Status: combining into one sentence)
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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

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

Sound

  • 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

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