Difference between revisions of "Parallaction/TODO"

Jump to navigation Jump to search
739 bytes removed ,  17:08, 21 February 2016
Use Tracker template instead of BugTrackSF
(→‎Nippon Safes: Add note about corrupted NS version.)
(Use Tracker template instead of BugTrackSF)
 
(5 intermediate revisions by 3 users not shown)
Line 12: Line 12:
== Nippon Safes ==
== Nippon Safes ==


* Game currently locks up in final safe scene {{BugTrack|num=3420858}}.
* Minor graphics glitch in the finale credits scene, where they're drawn behind a texture on the wall i.e. z-order glitch {{Tracker|id=5866}}.
** This is due to mouse cursor hide/show bug and can be worked around by using "showmouse" on debug console.
* Game crashes with assertion in finale cutscene {{BugTrack|num=3420858}}.
** scummvm: ./engines/parallaction/graphics.h:175: virtual uint Parallaction::Cnv::getSize(uint16): Assertion `index < _count' failed.
** Only occurs in English version. It doesn't happen in the italian version because the script is different (the problematic line is commented out). We could ignore the line at runtime for other versions as well. Fixing it means adding code to handle a character called 'Dinor', which is the dummy version of Dino and I am not sure the actual 'finale' location would work"


DOS:
DOS:
* Sound broken in Multi-lingual DOS variant {{BugTrack|num=3416863}}. Need to check if this is still occuring.
* Sound broken in Multi-lingual DOS variant {{Tracker|id=5857}}. Need to check if this is still occuring.


Amiga:
Amiga:
* The spotlight in the night club should come to a post before Donna enters the stage {{BugTrack|num=2438549}}. The original used a blocking routine to do so.
* The spotlight in the night club should come to a post before Donna enters the stage {{Tracker|id=4041}}. The original used a blocking routine to do so.
* Make proper balloons with rounded corners for dialogues [needs a polygon fill routine].
* Make proper balloons with rounded corners for dialogues [needs a polygon fill routine].
* Add workaround for a bad character in the English version speech for the Final safe scene. This manifests as an invalid character, rather than the word "Company" in one of the texts.
* Add workaround for a bad character in the English version speech for the Final safe scene. This manifests as an invalid character, rather than the word "Company" in one of the texts.
* Musuem Caveau control panel - "Push the button" verb appears when it shouldn't {{BugTrack|num=2970532}}.
* Museum Caveau control panel - "Push the button" verb appears when it shouldn't {{Tracker|id=4821}}.
* In some locations, the explanation overlay object labels can get stuck {{BugTrack|num=2969911}}.
* In some locations, the explanation overlay object labels can get stuck {{Tracker|id=4815}}.
** Eternal Rest Hotel: "telephone" keeps stuck until the door-keeper is gone.
** Eternal Rest Hotel: "telephone" keeps stuck until the door-keeper is gone.
** Sumo Wrestler "suite": "knock" will be stuck until the cutscene is played.
** Sumo Wrestler "suite": "knock" will be stuck until the cutscene is played.
Line 34: Line 30:
== Big Red Adventure ==
== Big Red Adventure ==


* Implement music commands.
* Implement Save/Load.
* Correct MIDI music playback - currently differs from original i.e. part1/msc/stanza.msc
* Implement missing music commands.
** Sounds like all events have wrong volume and end up in percussion channel.
** Corrected by [[https://github.com/scummvm/scummvm/pull/281 this]]
* Implement non-blocking fades/other gfx (need some updates to the input loop).
* Implement non-blocking fades/other gfx (need some updates to the input loop).
* Fix mouse cursor hide/show. Mouse cursor incorrectly hidden currently (2011-01-13):
* Fix mouse cursor hide/show. Mouse cursor incorrectly hidden currently (2011-01-13):
Line 45: Line 39:
* Animation graphics glitch with Museum tour guide's mouth during introduction. Looks like a misalignment of the overlay sprite or possibly a z-ordering bug.
* Animation graphics glitch with Museum tour guide's mouth during introduction. Looks like a misalignment of the overlay sprite or possibly a z-ordering bug.
* Game completable up until Park in Part 1, where it is possible for Ego to get stuck in various places, making it almost impossible to complete these screens. Looks like a remaining bug in pathfinding algorithm.
* Game completable up until Park in Part 1, where it is possible for Ego to get stuck in various places, making it almost impossible to complete these screens. Looks like a remaining bug in pathfinding algorithm.
* Pathfinding lockup upon entry to Romanov Burger in Part 1. Stuck on table in bottom-left corner on entry.


Script bugs:
Script bugs:
TrustedUser
2,147

edits

Navigation menu