Difference between revisions of "SAGA/TODO"

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194 bytes added ,  16:57, 21 February 2016
Fix use of Tracker template
(Some glitches, reported by eriktorbjorn)
(Fix use of Tracker template)
 
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{{Infobox_TODO|
taskname=SAGA Engine TODO|
techcontact=[[SAGA]] Engine Team|
subsystem=Engine|
}}
== Status ==
== Status ==


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




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=== General ===
=== General ===
* ['''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
* ['''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'''] 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:
* ['''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 1 (Gorrister): the graffitti in the restroom can't be examined. He just walks back to the bar instead
** 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 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
** 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
* ['''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
** 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'''] When skipping the intro, the screen should fade down
* ['''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'''] If F5 is pressed to bring up the Load/Save dialog while the cursor is hidden, the cursor remains hidden. (The original - which uses Tab instead - doesn't allow you to do that at all, it seems.)
* ['''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'''] It looks like we may be using the wrong palette for the "boss key" (F9) screen
* ['''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 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'''] In the room with Gorrister's heart, it seems the player can't just walk to the left side of the room to leave it. The tear has to be "used", though it's not necessary in the original. (Except from the inside.)
* ['''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]]
|}


=== compress_saga tool ===
=== compress_saga tool ===
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** 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
== Bugs in the original games ==
* ['''IHNM'''] Chapter 1 (Gorrister): After digging Glynis' grave, when loading a game the grave is no longer there
* ['''IHNM'''] After reading the note in the starting room of Gorrister's chapter, the hotspot for the note moves to the upper-left corner, so you can read it again and again. That happens in the original too, though.
* ['''ITE'''] Actors are drawn (some pixels above status bar) at Chota's falling.  - Original engine draws its too - so it is not our bug
* ['''ITE'''] There is a missing sound sample in the intro of some ITE versions: "''The humans also knew the Secret of Life, and they used it to give us the Four Great Gifts:''". The missing sound sample is played correctly with the file P2_A.iaf, found in [http://www.wyrmkeep.com/ite/update.html Wyrmkeep's update 2]




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=== MIDI related ===
=== 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...?
* 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|SAGA Bugs]] page
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