Difference between revisions of "SCI/TODO"

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(Removed a fixed issue in SQ1)
(Added a note about sound fading)
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** Amiga sound support for SCI01/SCI1
** Amiga sound support for SCI01/SCI1
** Mac sound support
** Mac sound support
 
** Sound fading is currently disabled, as it doesn't work 100% in all games (e.g. in the intro of Pharkas)


== Known bugs ==
== Known bugs ==
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=== Sound ===
=== Sound ===
* Castle of Dr. Brain: After finishing the right side puzzle in the computer room, a sound is played that contains a digital channel, which has data + 4 != 0
* Castle of Dr. Brain: After finishing the right side puzzle in the computer room, a sound is played that contains a digital channel, which has data + 4 != 0
* Freddy Pharkas: The music before the Pharkas theme song in the intro is not faded correctly
* Freddy Pharkas: The music before the Pharkas theme song in the intro is not faded correctly (note that fading is currently disabled)


=== VM ===
=== VM ===

Revision as of 11:44, 26 January 2010

TODO

Missing features (SCI0-SCI1.1)

  • Graphics
    • Palette morphing (kPalVary - used for example in the SQ5 intro) and kAssertPalette - assigned to m_kiewitz
    • Mac graphics support (SCI1)
    • Support for Japanese system font
    • Scaling inside kAnimate - scaleSignal bit 1 triggers setting of scaleX/scaleY. I don't fully understand the code yet. ffs. animate.cpp
  • Sound
    • Channel remapping
    • Voice mapping
    • Amiga sound support for SCI01/SCI1
    • Mac sound support
    • Sound fading is currently disabled, as it doesn't work 100% in all games (e.g. in the intro of Pharkas)

Known bugs

Graphics

  • Freddy Pharkas: In the demo version, when the old timer speaks, the legs of the sheriff disappear
  • Island of Dr. Brain: intro has some weird view issues - SCI1.1 doesnt seem to set _sysPalette on kPalette(1) anymore, but just set the palette directly thus it wont affect any views
  • KQ5: At least in the desert when getting the staff grahams head is where his feet should be and his body is completely gone. Fixes itself as soon as he walks
  • KQ5 Amiga: No sprites are shown in the first scene of the intro (Castle Daventry and wizard)
  • KQ6: Flickering right in the first room when discovering the chest - caused by 2 lists that are being used on kAnimate. One rect overlaps with the ring animation, that's why it flickers.
  • KQ6 hires: character portraits are not erased properly
  • Quest for Glory 1 EGA: on character customization screen the percentage bar isn't shown
  • SQ1: Ulence Flats - when entering the ship, another ship appears. We see this ship shortly completely and then it starts appearing, probably related to kAssertPalette()
  • SQ1: Some effects missing, definitely non-implemented kAssertPalette()/kPalVary (example: when destroying lasers on kerona)
  • LSL1 (new graphics code regression): doors at the casino wont open. A workaround is in place till the actual issue is found. Issue seems to be caused by signal of the door set too late or kAnimate being call too few times. If you move the .doit calling code to the end of kAnimate door will open.
  • LSL5: tramps casino: when woman asks about random number, cursor of textedit control is not correctly positioned (i am not able to replicate the issue though there are still problems with textedit control that will get fixed)
  • Window placement is not 100% like sierra sci. it seems this only happens on windows with shadows. In sierra sci shadows are shown so actually the window is moved one up. Under our engine the shadow is not there, because the window is outside screen

Sound

  • Castle of Dr. Brain: After finishing the right side puzzle in the computer room, a sound is played that contains a digital channel, which has data + 4 != 0
  • Freddy Pharkas: The music before the Pharkas theme song in the intro is not faded correctly (note that fading is currently disabled)

VM

  • Castle of Dr. Brain: Scrolling text doesn't work right in the computer trivia room
  • Castle of Dr. Brain: After puzzle game (room 360), exiting the room throws error "attempt to subtract 2 pointers"
  • Castle of Dr. Brain: Saving/Loading the game after puzzle game (room 360) shows an empty grey screen
  • Conquest of the Longbow: In chapter 1, room 110, when Robin meets Little John at the lookout, a signal is sent to a non-object when Little John stops walking. Ignoring this selector modification freezes the screen (this room never worked properly even in FreeSCI)
  • Jones in the Fast Lane: statistics are broken (list control), dollar amounts missing (ega/cd) - unsupported string operation in the segment manager, will be fixed soon
  • Island of Dr. Brain: right at the first puzzle clicking on the bricks on the bottom of the screen makes the engine freeze (endless loop)
  • LSL5: bartender animation when ordering a whiskey and the rat animation in the room with the drunken man are much too fast
  • LSL5: one screen nearly at the end with text disappears far too quick


Bugs from freesci, probably some of them are already solved

Quest for Glory

  • The FileSelector (SCI) class used in the import screens in QfG2 and QfG3 has a 'text' pointer, and 'cursor' and 'lsTop'/'topString' pointers that should point to inside 'text'. However, in FileSelector::readFiles, 'text' is freed and reallocated, causing the other pointers to sometimes become invalid.

Longbow

  • The sound of the bow in the opening screen is repeated a number of times
  • After leaving the cave and the conversation that follows, a list is not sane anymore (perhaps it's related to pathfinding? There's a relevant warning just before this occurs)

Bugs observed from FreeSCI

check here

Codename: Iceman

  • displays the warning "NodeValue() on a NULL pointer attempted" at numerous points during the map table scene

Quest for Glory 1

  • displays the warning "List node at x is not sane anymore" when the dinosaur snaps at you during the intro

Space Quest 3

  • calls functions from a script which has already been unloaded when Roger climbs up the ladder from the rat cave (the place containing the reactor at the very beginning of the game) - NOTE: This should be fixed in ScummVM, to the best of my knowledge

PQ2

  • calls CanBeHere() with a disposed object in the clip list when Keith enters the car

LSL2

  • tries to allocate zero bytes of memory when entering Molto Lira.

QG1

  • accesses property 0xf02 in a couple of cases