Difference between revisions of "Parallaction/TODO"

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(Added Nippon Safes todo's.)
(Updated todo's.)
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== General ==
== General ==


This is not just a set of wishes. Mayb some of them will come true when support for Big Red Adventure demands for more structure in the engine.
* make a clean implementation of double-buffering, with centralized updateScreen(). This would significantly deviate from the original engine, but may be the only way to effectively implement hardware-based effects (like half-brite). Other versions of the engine will surely benefit from a clean approach, too.
 
* merge input loops: make one input routine for menu, one for dialogue and one for _c_endIntro (possibly merge it with menu). It would be probably needed as part of the new double-buffering implementation. Should be worthy to investigate if it can be made '''before'''.
* make a real Parser object
* make a real Parser: maybe not strictly necessary but sounds cool :)
* merge input loops: make one input routine for menu, one for dialogue and one for _c_endIntro (possibly merge it with menu)
* make a clean implementation of double-buffering for game and menu




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known serious issues:
known serious issues:
* dino crashes when he activates robot from mini size [wrong archive]
* dino crashes when he activates robot from mini size [under investigation]
* dino sometimes crashes inside after reduction [wrong y coordinate from script]
* dino sometimes crashes after reduction at matsushita lab [under investigation]
* dino crashes when opening shopping bag in mitsushita office (not on loadgames) [to be fully investigated]
* dino crashes when opening shopping bag in mitsushita office (not on loadgames) [under investigation]
* dough crashes when parachuting from monastery (not on loadgames) [to be investigated]
* dough crashes when parachuting from monastery (not on loadgames) [under investigation]
* halbfrite spotlight for donna's show is not working


other less relevant issues:
other less relevant issues:
* halbfrite spotlight for donna's show is not working: the effect is handled in hardware in the original game, and the current implementation doesn't allow for a clean solution. See General TODO above (double-buffering stuff).
* mouse should be hidden during character dialogues
* mouse should be restored after dialog boxes are closed
* character should walk faster to match the original
glitches:
* honest chan can't be seen properly in amiga demo
* honest chan can't be seen properly in amiga demo
* mouse should be hidden in dialogues
* hiragana code blocks in protection screen should change color when pressed (amiga)
* character should/could walk faster
* hiragana code blocks should change color when pressed (amiga)
* make proper balloons with rounded corners for dialogues (amiga) [needs a polygon fill routine]
* make proper balloons with rounded corners for dialogues (amiga) [needs a polygon fill routine]

Revision as of 08:29, 16 June 2007

General

  • make a clean implementation of double-buffering, with centralized updateScreen(). This would significantly deviate from the original engine, but may be the only way to effectively implement hardware-based effects (like half-brite). Other versions of the engine will surely benefit from a clean approach, too.
  • merge input loops: make one input routine for menu, one for dialogue and one for _c_endIntro (possibly merge it with menu). It would be probably needed as part of the new double-buffering implementation. Should be worthy to investigate if it can be made before.
  • make a real Parser: maybe not strictly necessary but sounds cool :)


Nippon Safes

known serious issues:

  • dino crashes when he activates robot from mini size [under investigation]
  • dino sometimes crashes after reduction at matsushita lab [under investigation]
  • dino crashes when opening shopping bag in mitsushita office (not on loadgames) [under investigation]
  • dough crashes when parachuting from monastery (not on loadgames) [under investigation]

other less relevant issues:

  • halbfrite spotlight for donna's show is not working: the effect is handled in hardware in the original game, and the current implementation doesn't allow for a clean solution. See General TODO above (double-buffering stuff).
  • mouse should be hidden during character dialogues
  • mouse should be restored after dialog boxes are closed
  • character should walk faster to match the original

glitches:

  • honest chan can't be seen properly in amiga demo
  • hiragana code blocks in protection screen should change color when pressed (amiga)
  • make proper balloons with rounded corners for dialogues (amiga) [needs a polygon fill routine]