Difference between revisions of "SCI/TODO"

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m (kq6 floppy issue was not solved)
(added graphics feature green buttons for old sci0 early games)
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** Scaling inside kAnimate - scaleSignal bit 1 triggers setting of scaleX/scaleY (animate.cpp)
** Scaling inside kAnimate - scaleSignal bit 1 triggers setting of scaleX/scaleY (animate.cpp)
** QuickTime videos for KQ6 CD Mac - assigned to clone2727
** QuickTime videos for KQ6 CD Mac - assigned to clone2727
** Unimportant, but some SCI0 games had green buttons instead of the black/white ones. this feature was hacked into the interpreter, xmas88, kq4old and lsl2old had those, maybe even more games did (seems to be sci0 early only)


* Sound
* Sound

Revision as of 20:26, 25 April 2010

TODO

Missing features (SCI0-SCI1.1)

  • Graphics
    • SCI1.1 Palette morphing (kPalVary and kAssertPalette)
      • kAssertPalette is used to make sure that the palette stays fixed to a custom palette number and is not affected by sprite palette. An example where this is utilized is QFG1VGA (for the day/night effects)
      • kPalVary is used for palette variation effects. An example is the first room of SQ5, when the simulator pod is lowered and Roger exits it. There is a palette variation (kPalVary) effect in that scene, where the initial red room palette slowly turns into the final blue palette. Currently, as a workaround, the final palette is set immediately
    • Scaling inside kAnimate - scaleSignal bit 1 triggers setting of scaleX/scaleY (animate.cpp)
    • QuickTime videos for KQ6 CD Mac - assigned to clone2727
    • Unimportant, but some SCI0 games had green buttons instead of the black/white ones. this feature was hacked into the interpreter, xmas88, kq4old and lsl2old had those, maybe even more games did (seems to be sci0 early only)
  • Sound
    • Channel remapping
    • Voice mapping
    • Amiga sound support for SCI01/1 and Mac sound support for SCI1/1.1
    • Sound fading is currently disabled, as it doesn't work 100% in all games (e.g. in the intro of Pharkas, at the music before the theme song)
    • Proper song volume support, currently volume is reset to max whenever a new song is loaded
    • The resource manager doesn't support external patches of audio36 and sync36 resources yet
    • kDoAudio subops 12 and 13 (used in Freddy Pharkas: subop 12 is called while people are talking and subop 13 is called while the narrator's voice is heard)
  • Parser
    • Support for non-English text input
  • Resource
    • Support for SCI1.1+ Mac resources (in Mac resource forks)
  • Kernel
    • Support for the SCI1 Mac version of kGetEvent
    • Support for the SCI1 Mac version of kNewWindow

Known bugs

Graphics

  • 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)
  • KQ5 Mac: The game uses a screen size of 320x190 and the offTop needs to be set to 0. However, setting the offTop to 0, messed up the priority screen. Without changing offTop, the menu bar will flicker when hovering over it.
  • KQ6 CD: 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 floppy: Cel colors are wrong in the opening sequence after a SEQ video is played. Seems to be related with a screen transition effect
  • KQ6 hires: character portraits are not erased properly. The engine scripts are asking to save/restore a smaller area than the one drawn on screen
  • LB2: The credits windows (about screen from the options menu) are incorrectly drawn above the character sprites
  • 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. It may be caused by VM actually. Old graphics code worked fine, because kAnimate was differently implemented
  • LSL5: 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
  • SQ1: Ulence Flats - when entering the ship, another ship appears. We see this ship shortly completely and then it starts appearing - kAssertPalette exists in SQ1VGA, possibly related
  • SQ1: Some effects missing (example: when destroying lasers on kerona) - kAssertPalette exists in SQ1VGA, possibly related
  • XMAS88: View position off by one (plus +1 to vertical coordinate) in fireplace scene (maybe also goes for other views?) - seems to be also the case in kq4 old (for all views) - needs to get investigated further

Sound

  • KQ6 floppy: In the intro after cassima speaks, alexander calls her, but that sample is stopped too early
  • QFG1 ega: battle music is currently somewhat broken, worked using old music code

VM

  • Castle of Dr. Brain: Loading a saved game made inside the puzzle room (room 360) shows an empty grey screen. That particular room does not have a background
  • Iceman: when playing the ball game, but standing on the right side, ego will walk against the net and the game will get seriously broken
  • Iceman: displays the warning "NodeValue() on a NULL pointer attempted" at numerous points during the map table scene
  • 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)
  • Jones/CD: walking animations and portraits are turned off by the scripts on some computers - caused by speed throttler only occurs on macintosh (maybe 64-bit only?), does not occur on windows 32-bit, wii
  • Longbow: 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)
  • LSL1: bartender animation when ordering a whiskey and the rat animation in the room with the drunken man are much too fast
  • LSL2: Restoring a game in the first screen moves the cels up by some pixels (e.g. the road sign). Cel positions are fixed when exiting and reentering the scene
  • LSL5: one screen nearly at the end with text disappears far too quick
  • QFG1 EGA: displays the warning "List node at x is not sane anymore" when the dinosaur snaps at you during the intro
  • QFG1 VGA: when casting open, stack underflow occurs
  • QFG1 VGA: when throwing rocks at the target south of town - script 0x3a2 does not have a dispatch table and unexpected request for outgoing references from clone at 002c:0000 occur
  • QFG1 VGA: when winning any random monster fight - attempt to peek invalid memory at 0000:xxxx, segmanager::dereference():attempt to dereference invalid pointer 0000:aa26 occur
  • SQ3: 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