Difference between revisions of "SAGA/TODO"

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(New bugs and update issues.)
(Update status and describe new bugs)
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== Status ==
== Status ==
Game is playable up to Puzzle with occasional minor gfx glitches.
Game is playable up to Puzzle with occasional minor gfx glitches. Then Puzzle is skipped and gameplay continues, though in time game freezes when new lens is made.


== Short-term ToDos ==
== Short-term ToDos ==
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** Protection screen (in Rats maze) is skipped in Floppy version.
** Protection screen (in Rats maze) is skipped in Floppy version.
** Occasional graphics glitches in ISO rooms. (At least in the Rats maze.) Most notable when entering rounded doors.
** Occasional graphics glitches in ISO rooms. (At least in the Rats maze.) Most notable when entering rounded doors.
** Okk, Eeah and the doorkeeper don't stop talking when I leave the rat cave. (After a while the game starts playing the dialogue between Rif and Sist. Then the intro. Odd.)
** Dialogs get truncated at first encounter with Elara and most noteably in Okk's confess near Boars Castle.
** Dialogs get truncated at first encounter with Elara and most noteably in Okk's confess near Boars Castle.
** Rif walks backwars at first enounter with Elara and in hardware store at Ferret Village.
** Rif walks backwars at first enounter with Elara and in hardware store at Ferret Village.
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|[[Image:ite-sourberries-orig.png|thumbnail|70px|left|frame|Original Engine]][[Image:ite-sourberries-scummvm.png|thumbnail|70px|none|frame|ScummVM]]
|[[Image:ite-sourberries-orig.png|thumbnail|70px|left|frame|Original Engine]][[Image:ite-sourberries-scummvm.png|thumbnail|70px|none|frame|ScummVM]]
|}
|}
** Okk, Eeah and the doorkeeper don't stop talking when I leave the rat cave. (After a while the game starts playing the dialogue between Rif and Sist. Then the intro. Odd.)
*** Actually it plays all dialog lines sequentally.
** When lens is made and Glassmaster returns to give it to Rif, script freezes. I think it is related to above bug with speech.


* Interface
* Interface

Revision as of 02:32, 23 May 2005

Russian is allowed here. Можно пиÑ?ать и по-руÑ?Ñ?ки. Я переведу. [sev]

Status

Game is playable up to Puzzle with occasional minor gfx glitches. Then Puzzle is skipped and gameplay continues, though in time game freezes when new lens is made.

Short-term ToDos

  • BUGS
    • Several warnings when entering the forest in ITE:
      • Anim::readAnimHeader(): found different start: 2567. Fix Anim::play()!
      • ITE_DecodeFrame: Invalid frame offset 8d4!
      • Anim::play: Error decoding frame 40!
    • Protection screen (in Rats maze) is skipped in Floppy version.
    • Occasional graphics glitches in ISO rooms. (At least in the Rats maze.) Most notable when entering rounded doors.
    • Dialogs get truncated at first encounter with Elara and most noteably in Okk's confess near Boars Castle.
    • Rif walks backwars at first enounter with Elara and in hardware store at Ferret Village.
    • In Glassmaster's house piece of broken glass (usually an inventory item) is shown on outset room. Clicking on it leaves room immediately, in general Rif and Glassmaster walk over inset room there.
    • Berries use wrong sprite. See screenshots:
Original Engine
ScummVM
    • Okk, Eeah and the doorkeeper don't stop talking when I leave the rat cave. (After a while the game starts playing the dialogue between Rif and Sist. Then the intro. Odd.)
      • Actually it plays all dialog lines sequentally.
    • When lens is made and Glassmaster returns to give it to Rif, script freezes. I think it is related to above bug with speech.
  • Interface
    • handleConverseUpdate scrolls converse too quickly
    • handleCommandUpdate scrolls inventory too quickly
    • Options dialog
    • Save/Load dialog

Long-term ToDos

Bugs/misfeatures

  • Make actor animation Event-driven. See FIXME in actor.cpp. Maybe it should be INTERVAL_EVENT
  • No script func should use ScriptDataWord directly. All of them should be converted to appropriate data types via getTYPE() functions
  • Fix the usage of Rect so that it's more consistent with the rest of ScummVM, e.g. a rectangle covering the entire ITE screen should have right=320 and bottom=200. (eriktorbjorn, partly - mostly? - done)
  • Inspect Font module - free memory, GameFontIds <-> FONT_ID
  • Walk bug. When announcer puts medallion on Rif he should go backwards instead of turning and walking faced to screen
  • 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...?
  • In the dog's castle at guards' room (scene_change 177 ang go down) subtitles aren't shown. In floppy version there is complete silence both textual and audial. Looks to me as if subtitles are drawn outside the screen. Are the coordinates calculated wrong, or should the text drawing code compensate?
  • Sound in old Win demo is all wrong -- either there is some unique sound format or I didn't guess it correctly

Legacy items

  • Remove any traces of the additional level of abstraction reinherit used
  • Remove homerolled high level data structures like stacks that should be provided by ScummVM if they aren't already.
  • OO'ify (blah_mod.h contains public stuff, blah.h private stuff) [almost done]

Plans

  • Remove use of floating point, especially doubles.
  • Implement ShowSaveReminder(), that is that diskette
  • Puzzle