Difference between revisions of "MADE/TODO"

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m (Fun Screen -> Funscreen)
(RFS doesn't work that well)
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* Leather Goddesses of Phobos 2 is completable
 
* Leather Goddesses of Phobos 2 is completable
 
* The Manhole is playable
 
* The Manhole is playable
* Rodney's Funscreen is playable
+
* Rodney's Funscreen runs but still has issues
  
 
==  Bugs, glitches and ToDos ==
 
==  Bugs, glitches and ToDos ==

Revision as of 16:19, 13 June 2008

Status

  • Return to Zork is completable
  • Leather Goddesses of Phobos 2 is completable
  • The Manhole is playable
  • Rodney's Funscreen runs but still has issues

Bugs, glitches and ToDos

Script bugs

Implement/finish up some commands and script functions:

  • Commands:
    • cmd_restart (used in RtZ)
  • Script functions:
  • For all:
    • sfPollEvent
    • sfPlayMusic (for LGoP2/Manhole)
    • sfGetMusicBeat
    • sfGetCdTime
    • sfGetSynthType
  • For Return to Zork:
    • sfGetSoundEnergy (used to animate the mouths of characters when they're talking)
    • sfShakeScreen
  • For Manhole:NE:
    • sfPlayNote
    • sfStopNote
    • sfPlayTele
    • sfStopTele

General

- LGoP2 does not wait for a mouse click when examining some objects - e.g. the magazines in the Indian's teepee or the human prisoners on planet X. This makes the message shown when examining those objects disappear prematurely

Graphics

  • Some screen effects are missing:
    • FX 1
    • FX 3
    • FX 4
    • FX 5
    • FX 6
    • FX 7
    • FX 8
    • FX 16
    • FX 18
    • FX 19
    • FX 20
  • Use "dirty rectangles" (e.g. in updateSprites())

Sound

  • Music is disabled in LGoP2 and Manhole (it's not loaded correctly)
  • Finish up MIDI music playing (only Soundblaster music is played for now)

Video

  • In RtZ's intro, after the flyover, an invalid number of sound chunks is read. There is currently a hack which stops the parser when this happens to prevent the game from crashing, but the intro credits screen is not shown

File-specific tasks

database.cpp

  • Read/verify database header
  • Verify save game header

pmvplayer.cpp

  • Read/evaluate PMV file header

screen.cpp

  • Implement drawMenuText in drawSpriteChannels -> it's never used
  • Implement clipRect in placeSprite(), placeAnim() and placeText()
  • Finish up Screen::show()
  • Finish up printText()

Bugs of the original engine

  • The screen effect palette changes incorrectly after a PMV video
  • Animations in LGoP2 are incorrectly drawn above text (they should be drawn below it). An example can be seen when talking to the Indian as Lydia and performing the kiss/screw action. Also, with Barth, it can be seen from the first screen if you try and shoot Barth's spaceship: Barth will say something, and the smoke from the spaceship will be incorrectly drawn above the letters