Difference between revisions of "SAGA/TODO"

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{{Infobox_TODO|
taskname=SAGA Engine TODO|
techcontact=[[SAGA]] Engine Team|
subsystem=Engine|
}}
== Status ==
== Status ==
* '''ITE''' is completable with rare minor gfx glitches.<br>
* '''IHNM''' shows complete intro. Also, some chapters are partially working, but it's not possible to return to the character selection screen once a chapter is completed (or abruptly stopped by a wrong player option) and ScummVM exits instead.
** '''Chapter 1''' (Gorrister): '''Completable''' with full points but has some glitches
** '''Chapter 2''' (Ellen): '''Completable''' with full points but has some glitches
** '''Chapter 3''' (Benny): Not completable, trying to use the video screen in the elder's cave crashes ScummVM. Also, when Ben goes to sleep, ScummVM crashes too
** '''Chapter 4''' (Nimdok): '''Completable''' with full points but has some glitches
** '''Chapter 5''' (Ted): Not completable, it's impossible to interact with the maid's door (the closed door is not drawn)
** '''Chapter 6''' (Endgame): Not possible to test yet


=== ITE ===
* ITE is completable
* The Amiga version is not supported yet
* Demo versions:
** The older non-interactive demos are supported
** The newer interactive demo versions of the game are supported
** The original DOS demo is not supported yet, as it is based on very early version of engine, so many structures are different. Most of the resources have been mapped but they're still untested. The actors and objects list needs to be moved to our code. They've been found but not processed yet


== IHNM ToDos ==


=== Major issues ===
=== IHNM ===
* ['''Important'''] Implement sfScriptGotoScene differences for IHNM, which will allow to go back to the character selection screen once a chapter is complete
* The '''demo''' has two parts, an interactive and a non-interactive one. It's playable and probably completable
** ''When a wrong monitor is selected with Ted, normally the door closes, screen goes black and AM says "Oh oh oh sorry Ted, try again", and we're taken to the character selection screen again. ScummVM just exits, because this case is currently not handled by sfScriptGotoScene yet''
* The '''full game''' is completable, with some small glitches
* Implement saving and loading
* ['''Important'''] Properly handle objects that have more than 1 frame


=== General ===
* Conversation options are not shown correctly (wrong colors)
* Actor walking speed is not correct when exiting from rooms
* After chapter selection AM has intro speech. After the speech, the actor is incorrectly shown for a brief moment. In the original, the screen colors get garbled momentarily, so this seems to be an issue with the scripts in the original game, albeit it affects ScummVM in a different manner
* It seems that depth image isn't correct. Different format?
* Options panel shows up without textures on the buttons and some options are not functioning yet (e.g. the load/save dialogs)
* The way that verbs are assigned internally is ugly and needs to be cleaned up
* Only numbers 1-4 on the keyboard are working to select a converse option, the rest are only selectable with the mouse
* When the spiritual barometer changes, the character's portrait changes to "happy" or "sad", but the background color is updated after moving to another screen


=== Missing functions ===
== ToDos ==
* Implement several '''missing functions''':
** Psychic profile related: sfPsychicProfile and sfPsychicProfileOff
** sfScriptFade is not properly implemented, probably a new event type needs to be added (kEventPalFade)
** for videos, erase the screen before showing a video
** sfPlacard does not place the text in the correct spot sometimes
*** ''When Nimdok enters the hospital at the beginning of the chapter and talks with the other doctor, the text of their dialog goes off screen. This is probably caused by sfPlacard''
* Investigate what the following opcodes are:
** sf87
** sf88
** sf89
** sf103 (is_actorfacing?)
* Investigate if opcodes sf64, sf69, sf70, sf73 and sf92 are really dummy (null) opcodes
* Voices volume isn't implemented yet


=== Sprite bugs ===
These bugs occur because currently ScummVM doesn't handle properly objects that have more than 1 frame. In all the problematic cases, Actor::getSpriteParams throws an invalid frameNumber warning about the problematic object.
* Chapter 1 (Gorrister): When flushing the toilet, the door is moved to a weird spot (looks like a line above the toilet stall)
* Chapter 1 (Gorrister): The hatch inside the zeppelin is not drawn correctly
* When Ellen is selected at the character selection screen and while AM is talking to her, she should have a different expression in her portrait, which changes once she gets zapped outside the pyramid. Her portrait is static in ScummVM
* Chapter 2 (Ellen): When pushing the rightmost monitor, after the cutscene the monitor doesn't show anything on its screen
* Chapter 2 (Ellen): The animation shown when the sarcophagus opens and closes is wrong
* Chapter 2 (Ellen): After picking up the blue crystal from the statue, it's possible to incorrectly see the compact disk on its chest. The compact disk should only be viewable after speaking with AM
* Chapter 4 (Nimdok): When pushing the vent in the patient recovery room, the vent sprite is not updated (but the vent opens normally)
* Chapter 4 (Nimdok): When the prisoners take over the prison, the mob of the angry prisoners in the entrance is not shown properly. Only the animated arms of the prisoners are shown


=== Chapter 1: Gorrister ===
=== General ===
* sfPlaceActor throws a "Wrong frameOffset 0x0 warning when using the knife to scare the mice away in the kitchen
* ['''ITE'''] There's a slight pause (about a second or less) when a digital music track loops, when using compressed music. This pause does not exist when the music tracks are not compressed
* Looking at the cages in the zeppelin's engine room while a caged animal is shown can cause ScummVM to crash
* ['''IHNM/ITE'''] The first frame of animations is not shown when changing scenes. Perhaps a problem with the rendering pipeline. Currently, there's a hack to show it correctly. This issue is apparent in IHNM in Nimdok's chapter, with the mob of prisoners, when the prisoners break loose and take the prison. Note that there is currently a hack that fixes it, but the prisoner animation itself is problematic as well, and will look incorrect if the player hasn't put the jar in the box and tries to leave the prison. In this case, a video is shown, and after the video is done and the game returns back to the scene, the prisoner animation is wrong, because the animation is paused and then resumed, and it doesn't resume from the first frame (thus showing incorrectly)
* When doing a good deed which raises the spiritual barometer with Gorrister (e.g. when Gorrister is wiping his hands on the tablecloth), the music should change to a more "light" theme. This is not happening in ScummVM
* ['''IHNM'''] The (dis)appearing compact disk in Ellen's chapter is currently handled with a hack
* ['''IHNM'''] Pathfinding bugs: When a character moves over an exit zone while doing an action, he stops his action and exits the room instead. The known places where this occurs are:
** Chapter 2 (Ellen): When trying to interact with the monitor on the right in the monitors room, Ellen enters the next room instead. The character interacts correctly with the monitor in the IHNM demo, but there the monitor has a corresponding hitzone, which does not exist in the full version. {{Tracker|id=3541}}
** Chapter 4 (Nimdok): When Nimdok is moved to the patient's table in the recovery room, he doesn't stop at the table and enters the back room instead
** A workaround has been installed by commit c825cc41a57b40a9af6ca51a3674b90e5f17e00f. As this fix causes regressions if used globally, it is limited to IHNM and the two rooms (chapter/scene) listed above.
* ['''IHNM'''] Chapter 1 (Gorrister): In the engine room if you pick up the bloody key and re-enter the room another key is there (seems the corresponding hitzone is not disabled correctly)
* ['''IHNM'''] Chapter 2 (Ellen): When Ellen picks up the chalice, the phrase she says "Now I got the cup, but what do I do with it?" is cut off prematurely, as she exits the scene
* ['''IHNM'''] When clicking on Gorrister in the character selection screen, it seems that it doesn't play the entire animation. He should disappear completely (he does in the original), but in ScummVM he doesn't. Not always, at least.
* ['''IHNM'''] When clicking on the right side of a screen in Nimdok's chapter, a masking issue occurs sometimes. Here's a screenshot:
{| border=0 align=center
|[[Image:Scummvm00001pz8.png|thumb|70px|left|frame|Masking bug in Nimdok's chapter]]
|}


=== Chapter 2: Ellen ===
=== compress_saga tool ===
* When Ellen is in the elevator and she pushes a date, the answers that the elevator gives have no text. Perhaps this is similar to the witch cutscene in Ted's chapter
* ['''IHNM'''] Currently, the SFX.RES file in IHNM cannot be compressed
* ['''ITE'''] MacBinary files are not supported yet (used by the Mac CD Guild version)


=== Chapter 3: Benny ===
* ['''Important'''] It's not possible to use the video screen in the elder's cave, ScummVM crashes in Anim::decodeFrame when trying to read the control char (animation.cpp line 655)
* ['''Important'''] ScummVM crashes when Benny goes to sleep, at the scene where the caves are shown and it's getting dark. The crash occurs with sfWaitFrames


=== Chapter 4: Nimdok ===
=== Opcodes ===
 
* ['''ITE'''] We need to find out where following script functions are called:
=== Chapter 5: Ted ===  
* ['''Important'''] It's not possible to interact with the maid's door, as the closed door is not drawn at all. Therefore, it's not possible to tell Surgat to unlock it
* When Ted listens to the witch talking inside the chapel, the things that the witch say have no text. Perhaps this is similar to the text in the elevator in Ellen's chapter
 
=== Chapter 6: Endgame ===
[Not possible to test yet]
 
=== Original engine bugs ===
* When loading games, the music played is the one that was playing from the scene where the game was loaded. For example, if a saved game is loaded from the character selection screen, which was made on chapter X, then once the game is loaded, the music from the character selection screen is still played
 
 
== ITE ToDos ==
* Amiga versions of the game would be nice to support. Though Amiga porter which once appeared at our forums doesn't reply to sev's letters. Maybe another dev should try that?
* Original DOS demo. It is based on very early version of engine, so many structures are different. I've mapped most of resources but they stay untested.
** Move actors and objects list to our code. I've found them but not yet processed.
 
=== Requests ===
* We need to find out where following functions are called:
** SF_cycleColors -- all implementation bits sit in palanim.cpp
** SF_cycleColors -- all implementation bits sit in palanim.cpp
** sfPlayVoice -- used in ITE CD
** sfPlayVoice -- used in ITE CD
* There are currently two versions of ITE that are not uniquely identified: the Wyrmkeep "Win32 CD Version" and the original "DOS/Win32 CD Version". When adding games, the user gets to do the disambiguation, but what happens with the detection when playing the game?


=== BUGS ===
* Occasional graphics glitches in ISO rooms. (At least in the Rats maze.) Most notable when entering rounded doors. (3d draw sequence is wrong)
* pressing ESC during making fire - breaks anim sequence


=== Interface ===
== Long-term ToDos for the SAGA engine ==
* wrong Option button draw sequence - some dots have inproper color.
* handleConverseUpdate scrolls converse too quickly.
* handleCommandUpdate scrolls inventory too quickly.


=== Original engine bugs ===
=== Optimizations ===
* Actors are drawn (some pixels above status bar) at Chota's falling.  - Original engine draws its too - so it is not our bug
* Make actor animation Event-driven. See FIXME in actor.cpp. Maybe it should be INTERVAL_EVENT
* In many places RSC_LoadResource() is called but memory is not freed afterwards, i.e. there is a huge leak
* Optimize screen output. Now we blit whole screen for each frame. Use "dirty rectangles" instead
* Remove use of floating point, especially doubles.
* The text is not always positioned like in the original (can be seen in ITE, but it's more apparent in IHNM, where text that should be on the top of the screen is in the bottom)




== Long-term ToDos ==
=== MIDI related ===
=== Bugs/misfeatures ===
* Make actor animation Event-driven. See FIXME in actor.cpp. Maybe it should be INTERVAL_EVENT
* Inspect Font module - free memory, GameFontIds <-> FONT_ID
* In many places RSC_LoadResource() is called but memory is not freed afterwards, i.e. there is a huge leak
* Optimize screen output. Now we blit whole screen for each frame.
* When using the original XMIDI music resources, some songs play at the wrong speed. The worst example I've heard of this is the "Elk Fanfare" during the intro. It could be the meta events we don't handle, but at least the tempo event doesn't seem to make any difference. Maybe something in the data header instead...?
* When using the original XMIDI music resources, some songs play at the wrong speed. The worst example I've heard of this is the "Elk Fanfare" during the intro. It could be the meta events we don't handle, but at least the tempo event doesn't seem to make any difference. Maybe something in the data header instead...?
* Remove use of floating point, especially doubles.
 
 
== Bugs in the original games ==
Check about bugs that occured in the original games (some of which have been fixed in ScummVM) in the [[SAGA/Bugs|SAGA Bugs]] page

Latest revision as of 16:57, 21 February 2016

TODO List
Name SAGA Engine TODO
Technical Contact(s) SAGA Engine Team
Subsystem Engine

Status

ITE

  • ITE is completable
  • The Amiga version is not supported yet
  • Demo versions:
    • The older non-interactive demos are supported
    • The newer interactive demo versions of the game are supported
    • The original DOS demo is not supported yet, as it is based on very early version of engine, so many structures are different. Most of the resources have been mapped but they're still untested. The actors and objects list needs to be moved to our code. They've been found but not processed yet


IHNM

  • The demo has two parts, an interactive and a non-interactive one. It's playable and probably completable
  • The full game is completable, with some small glitches


ToDos

General

  • [ITE] There's a slight pause (about a second or less) when a digital music track loops, when using compressed music. This pause does not exist when the music tracks are not compressed
  • [IHNM/ITE] The first frame of animations is not shown when changing scenes. Perhaps a problem with the rendering pipeline. Currently, there's a hack to show it correctly. This issue is apparent in IHNM in Nimdok's chapter, with the mob of prisoners, when the prisoners break loose and take the prison. Note that there is currently a hack that fixes it, but the prisoner animation itself is problematic as well, and will look incorrect if the player hasn't put the jar in the box and tries to leave the prison. In this case, a video is shown, and after the video is done and the game returns back to the scene, the prisoner animation is wrong, because the animation is paused and then resumed, and it doesn't resume from the first frame (thus showing incorrectly)
  • [IHNM] The (dis)appearing compact disk in Ellen's chapter is currently handled with a hack
  • [IHNM] Pathfinding bugs: When a character moves over an exit zone while doing an action, he stops his action and exits the room instead. The known places where this occurs are:
    • Chapter 2 (Ellen): When trying to interact with the monitor on the right in the monitors room, Ellen enters the next room instead. The character interacts correctly with the monitor in the IHNM demo, but there the monitor has a corresponding hitzone, which does not exist in the full version. [Bug #3541]
    • Chapter 4 (Nimdok): When Nimdok is moved to the patient's table in the recovery room, he doesn't stop at the table and enters the back room instead
    • A workaround has been installed by commit c825cc41a57b40a9af6ca51a3674b90e5f17e00f. As this fix causes regressions if used globally, it is limited to IHNM and the two rooms (chapter/scene) listed above.
  • [IHNM] Chapter 1 (Gorrister): In the engine room if you pick up the bloody key and re-enter the room another key is there (seems the corresponding hitzone is not disabled correctly)
  • [IHNM] Chapter 2 (Ellen): When Ellen picks up the chalice, the phrase she says "Now I got the cup, but what do I do with it?" is cut off prematurely, as she exits the scene
  • [IHNM] When clicking on Gorrister in the character selection screen, it seems that it doesn't play the entire animation. He should disappear completely (he does in the original), but in ScummVM he doesn't. Not always, at least.
  • [IHNM] When clicking on the right side of a screen in Nimdok's chapter, a masking issue occurs sometimes. Here's a screenshot:
Masking bug in Nimdok's chapter

compress_saga tool

  • [IHNM] Currently, the SFX.RES file in IHNM cannot be compressed
  • [ITE] MacBinary files are not supported yet (used by the Mac CD Guild version)


Opcodes

  • [ITE] We need to find out where following script functions are called:
    • SF_cycleColors -- all implementation bits sit in palanim.cpp
    • sfPlayVoice -- used in ITE CD


Long-term ToDos for the SAGA engine

Optimizations

  • Make actor animation Event-driven. See FIXME in actor.cpp. Maybe it should be INTERVAL_EVENT
  • In many places RSC_LoadResource() is called but memory is not freed afterwards, i.e. there is a huge leak
  • Optimize screen output. Now we blit whole screen for each frame. Use "dirty rectangles" instead
  • Remove use of floating point, especially doubles.
  • The text is not always positioned like in the original (can be seen in ITE, but it's more apparent in IHNM, where text that should be on the top of the screen is in the bottom)


MIDI related

  • When using the original XMIDI music resources, some songs play at the wrong speed. The worst example I've heard of this is the "Elk Fanfare" during the intro. It could be the meta events we don't handle, but at least the tempo event doesn't seem to make any difference. Maybe something in the data header instead...?


Bugs in the original games

Check about bugs that occured in the original games (some of which have been fixed in ScummVM) in the SAGA Bugs page