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Difference between revisions of "SAGA/TODO"

395 bytes added ,  23:57, 3 June 2007
Merged some of the TODOs, updated others
(Update)
(Merged some of the TODOs, updated others)
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== IHNM ToDos ==
== IHNM ToDos ==
* ['''Important'''] Conversation options are not shown. Therefore, it's currently impossible to talk to characters when multiple conversation options are available. This is noticeable with Nimdok, where you are able to talk to the guard (no conversation options) but when talking to the prisoner, the expected conversation options are not shown. If a conversation option is selected (using a hack in the code), the character does not say it and we immediately jump to the other character's reply instead
* ['''Important'''] Conversation options are not shown. Therefore, it's currently impossible to talk to characters when multiple conversation options are available. This is noticeable with Nimdok, where you are able to talk to the guard (no conversation options) but when talking to the prisoner, the expected conversation options are not shown. If a conversation option is selected (using a hack in the code), the character does not say it and we immediately jump to the other character's reply instead
* ['''Important'''] 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 without error
* ['''Important'''] Implement sfScriptGotoScene differences for IHNM. For example, 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
* ['''Important'''] Stepzone format seems to be changed. For examplem when trying to climb up the stairs to the second floor of the zeppelin with Gorrister, the hitzone returned is wrong. ScummVM adjusts incorrect hitzone 1 with 0 in this case. This is probably related to the unknown format of the stepzones. This adjustment doesn't work when climbing down the stairs though, so it's impossible to climb down the stairs once you've climbed up. This occurs because the staircase is a stepzone which is incorrectly loaded as a hitzone
* Psychic Profile display. Underlying variables seem to be deciphered.
* Psychic Profile display. Underlying variables seem to be deciphered.
* When trying to climb up the stairs to the second floor of the zeppelin with Gorrister, the hitzone returned is wrong. ScummVM adjusts incorrect hitzone 1 with 0 in this case. This is probably related to the unknown format of the stepzones
* Stepzone format seems to be changed (e.g. the ladder to the second floor of the zeppelin should be a stepzone)
* Actor animations are all wrong. (It's better now, but is it right yet?). Helen's walking animation is not showing at all. Actor::getActorFrameRange keeps throwing wrong frametypes 0x0 and 0x2 for actorId 0x2000 and 0x2001
* Actor animations are all wrong. (It's better now, but is it right yet?). Helen's walking animation is not showing at all. Actor::getActorFrameRange keeps throwing wrong frametypes 0x0 and 0x2 for actorId 0x2000 and 0x2001
* Actor walking speed is not correct (It's better now, but is it right yet? Calculations should be the same, and it seems to be similar to the otiginal running under DOSBox)
* Actor walking speed is not correct (It's better now, but is it right yet? Calculations should be the same, and it seems to be similar to the otiginal running under DOSBox)
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* After the introduction, during the character selection screen, 5 warnings are thrown (Frame List ID = 0 for actor index 0,1,2,3,9). This happens at other places, too
* After the introduction, during the character selection screen, 5 warnings are thrown (Frame List ID = 0 for actor index 0,1,2,3,9). This happens at other places, too
* After the introduction, during the character selection screen, if the mouse is hovered over a character, the game crashes. This is probably related to setStatusText
* After the introduction, during the character selection screen, if the mouse is hovered over a character, the game crashes. This is probably related to setStatusText
* After chapter selection AM has intro speech. It is not possible to skip it with ESC, but it is possible to skip it with the left mouse button
* 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?
* 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)
* Options panel shows up without textures on the buttons and some options are not functioning yet (e.g. the load/save dialogs)
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* Implement saving and loading
* Implement saving and loading
* The way that verbs are assigned internally is ugly and needs to be cleaned up
* The way that verbs are assigned internally is ugly and needs to be cleaned up
* Implement sfScriptGotoScene differences for IHNM
* If you look outside the porthole in the room where the gun is, the screen will change, showing the ship's engine. However, after the animation is complete, the scene diesn't update properly to show the room again, and it shows the last frame of the engine animation instead. This could be because of the unimplemented differences for IHNM in sfScriptGotoScene
* If you look outside the porthole in the room where the gun is, the screen will change, showing the ship's engine. However, after the animation is complete, the scene diesn't update properly to show the room again, and it shows the last frame of the engine animation instead. This could be because of the unimplemented differences for IHNM in sfScriptGotoScene
* Characters can get stuck in environmental objects (might be because of mistakes in actor animation). E.g. Gorrister can get stuck in the corridor railings
* Characters can get stuck in environmental objects (might be because of mistakes in actor animation). E.g. Gorrister can get stuck in the corridor railings
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