SAGA/TODO

From ScummVM :: Wiki
< SAGA
Revision as of 06:45, 28 June 2007 by Sev (talk | contribs) (→‎ITE ToDos: -- describee buttons drawing glitch)
Jump to navigation Jump to search

Status

  • ITE is completable with rare minor gfx glitches.
  • IHNM (demo) is not supported yet
  • IHNM (full game) 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): Completable with full points but has some glitches
    • 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


IHNM ToDos

Major issues

  • [Important] Implement sfScriptGotoScene differences for IHNM, which will allow to go back to the character selection screen once a chapter is complete
    • 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] Properly handle objects that have more than 1 frame

General

  • When the spiritual barometer changes, the character's portrait changes to "happy" or "sad", but the background color is updated only after moving to another screen
  • When doing a good deed which raises a character's spiritual barometer (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, probably because of the missing sf103 function, which gets called after all spiritual barometer changes (perhaps it's sfscriptqueuemusic?)
  • The psychic profile is not supported, because of the missing opcodes sfPsychicProfile, sfPsychicProfileOff, probably sf87 and perhaps others too
  • Finish up the save/load dialogs:
    • Load confirmation dialog is not shown
    • Buttons in confirmation dialogs don't have borders like in the original
    • Input line in save game description doesn't have borders like in the original
    • Some colors are wrong
    • The save game scrollbar is wrong

Missing functions

  • Implement several missing functions:
    • Psychic profile related: sfPsychicProfile and sfPsychicProfileOff and perhaps sf87
    • sfScriptFade is not properly implemented, probably a new event type needs to be added (kEventPalFade)
    • for videos, erase the screen before showing a video
  • Investigate what the following opcodes are:
    • sf87 (psychic profile related)
    • sf88
    • sf89
    • sf103 (sfscriptqueuemusic?)

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
  • Chapter 2 (Ellen): When pushing/using any 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 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

Pathfinding bugs

  • Chapter 2 (Ellen): When trying to interact with the monitor on the right in the monitors room, Ellen enters the next room instead

Chapter 1: Gorrister

  • sfPlaceActor throws a "Wrong frameOffset 0x0" warning when using the knife to scare the mice away in the kitchen
  • Repeatedly looking at the cages in the zeppelin's engine room while a caged animal is shown causes ScummVM to crash

Chapter 2: Ellen

Chapter 3: Benny

  • The nightfall animation is not handled correctly yet, due to the missing sfScriptFade function. Currently, there's a workaround that doesn't show it at all

Chapter 4: Nimdok

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

Chapter 6: Endgame

[Not possible to test yet]

Original engine bugs

  • 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
  • After Benny speaks with the child through the monitor the first time, he walks backwards for a bit


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
    • 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", as the data files themselves are exactly the same, and only the original interpreter was different. When adding games, the user gets to do the disambiguation. If the user selects the "Win32 CD Version", the Dreamers Guild logo is not shown at the beginning of the introduction, and the credits are a bit different. Is there any point in having two versions with the same data files?

BUGS

  • Occasional graphics glitches in ISO rooms. (At least in the Rats maze.) Most notable when entering rounded doors. (3d draw sequence is wrong). A screenshot showing the problem can be seen here:
Glitch in the Rat's maze
  • pressing ESC during making fire - breaks anim sequence (I have tested this and it no longer seems to be occuring - md5)

Interface

  • wrong Option button draw sequence - some dots have inproper color.
    Differences in option buttons drawing

Original engine bugs

  • Actors are drawn (some pixels above status bar) at Chota's falling. - Original engine draws its too - so it is not our bug
  • 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 Wyrmkeep's update 2

ToDos for both IHNM and ITE

  • handleConverseUpdate scrolls converse too quickly.
  • handleCommandUpdate scrolls inventory too quickly.
  • Sometimes, incorrect music data is parsed to the MIDI parser, leading to a crash. This is occuring frequently in ITE, and rarely in IHNM. Perhaps it's related to some unhandled meta events. The crash always happens at sound/midiparser_xmidi.cpp in MidiParser_XMIDI::readVLQ2 at line 58. Refer to the bug report here


Long-term ToDos

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...?
  • Remove use of floating point, especially doubles.