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Difference between revisions of "SCI/TODO"

37 bytes removed ,  22:48, 26 June 2010
cleanup
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=== Sound ===
=== Sound ===
* Voice mapping. This is used by all SCI games to assign hardware voices to midi channels in the Adlib and FB-01 drivers. So, for example, if a song tries to play more than 9 notes at the same time, we need to stop an earlier note. We currently do this round-robin, while we should be respecting voice assignments. If a game sets 3 voices for piano, we should not take one away unless 4 piano notes are played, then it's OK to stop one piano note. Currently if a song were to use 5 notes at once we would just play them all, even if that midi channel was set to use 2 voices, and those 3 extra notes might stop more important notes, e.g. in the melody. This has been implemented for SCI0, but it's not hooked up to Adlib at the moment. Also we're not sure if the initial voice assignments are in the MIDI stream in SCI1 (they're not in SCI0). Of course, channel remapping has an effect on this too
* Voice mapping. This is used by all SCI games to assign hardware voices to midi channels in the AdLib and FB-01 drivers. So, for example, if a song tries to play more than 9 notes at the same time, we need to stop an earlier note. We currently do this round-robin, while we should be respecting voice assignments. If a game sets 3 voices for piano, we should not take one away unless 4 piano notes are played, then it's OK to stop one piano note. Currently if a song were to use 5 notes at once we would just play them all, even if that midi channel was set to use 2 voices, and those 3 extra notes might stop more important notes, e.g. in the melody. This has been implemented for SCI0, but it's not hooked up to AdLib at the moment. Also we're not sure if the initial voice assignments are in the MIDI stream in SCI1 (they're not in SCI0). Of course, channel remapping has an effect on this too
* Amiga (SCI01/1) and Mac (SCI1/1.1) sound support ([[SCI/Specifications/Sound/SCI0 Resource Format#Amiga Sound (SCI1)/Macintosh Sound (SCI1/1.1)|same format]])
* Amiga (SCI01/1) and Mac (SCI1/1.1) sound support ([[SCI/Specifications/Sound/SCI0 Resource Format#Amiga Sound (SCI1)/Macintosh Sound (SCI1/1.1)|same format]])
* Proper song volume support, currently volume is reset to max whenever a new song is loaded
* Proper song volume support, currently volume is reset to max whenever a new song is loaded
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=== Sound ===
=== Sound ===
* The Tandy/PCjr driver needs more work
* The Tandy/PCjr driver needs more work
* Castle Dr. Brain: in the programming puzzle room 280 the music is using one bad instrument
* Castle Dr. Brain: In the programming puzzle room 280 the music is using one bad instrument
* KQ5: endcredits song is broken (resource 699). we are now filtering out invalid channels, but at the end of the song it plays back garbled somewhat. This video proves that it worked fully in original sci http://www.youtube.com/watch?v=GerEZ68YSzc - maybe just the uncompressed size value inside the map is bad?!
* KQ5: End credits song is broken (resource 699). we are now filtering out invalid channels, but at the end of the song it plays back garbled somewhat. This video proves that it worked fully in original sci http://www.youtube.com/watch?v=GerEZ68YSzc - maybe just the uncompressed size value inside the map is bad?!
* LSL1: when getting killed, the mixer sound isn't fully played, but only the first part
* LSL1: When getting killed, the mixer sound isn't fully played, but only the first part
* LSL1: when getting killed, the sample (?) when larry is getting up with the platform isn't played
* LSL1: When getting killed, the sample (?) when Larry is getting up with the platform isn't played


=== SCI0-01 parser ===
=== SCI0-01 parser ===
* Iceman: acknowledging "green board" isn't possible (game breaking) - issue is script 383 calling kSaid with spec "[!*] / board < green" - needs to get checked - workaround: use "confirm green board"
* Iceman: Acknowledging "green board" isn't possible (game breaking) - issue is script 383 calling kSaid with spec "[!*] / board < green" - needs to get checked - workaround: use "confirm green board"
* Iceman: repairing the diver should work with "put washer on shaft" - doesn't work here - workaround: enter "install washer"
* Iceman: Repairing the diver should work with "put washer on shaft" - doesn't work here - workaround: enter "install washer"
* Iceman: "climb down" on the main ladder in the submarine doesn't work (room 41), 2nd kSaid is returning true and shouldn't - workaround: enter "decend"
* Iceman: "Climb down" on the main ladder in the submarine doesn't work (room 41), 2nd kSaid is returning true and shouldn't - workaround: enter "descend"


=== VM ===
=== VM ===
* Glitches when restoring in some SCI0 games:
* Glitches when restoring in some SCI0 games:
** 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
** 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
** PQ2: when restoring a game in room 25 (753 third street) our car moves up some pixels, so trunk animations dont match
** PQ2: When restoring a game in room 25 (753 third street) our car moves up some pixels, so trunk animations don't match
* 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
* 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
* Castle of Dr. Brain: after 1st word puzzle (room 320), we get a crash now, regression. - SAVE BEFORE FINISHING THE 1ST WORD PUZZLE!
* Castle of Dr. Brain: after 1st word puzzle (room 320), we get a crash now, regression. - SAVE BEFORE FINISHING THE 1ST WORD PUZZLE!
* Iceman: acknowledging depth isn't possible - issue is script 384 (see green board)
* Iceman: Acknowledging depth isn't possible - issue is script 384 (see green board)
* Island Dr. Brain: Programming puzzle (room 300) - turning robot left doesnt work most of the time during execution - no warnings though. Workaround: use turn right all the time instead
* Island Dr. Brain: Programming puzzle (room 300) - turning robot left doesn't work most of the time during execution - no warnings though. Workaround: use turn right all the time instead
* KQ5: path-walking - in the town some people "jump" around sometimes, also happens to ego in rare cases as well (sq5 right at the start when walking down)
* KQ5: Path-walking - in the town some people "jump" around sometimes, also happens to ego in rare cases as well (sq5 right at the start when walking down)
* 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)
* 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)
* LSL5: one screen nearly at the end with text disappears far too quick
* LSL5: One screen nearly at the end with text disappears far too quick
* PQ2: room 26 isn't exitable - happens if you warp from inside the car at the start into room 26 - happened to me during the game although i'm not unable to reproduce it anymore. I guess I did something differently last time.
* PQ2: Room 26 isn't exitable - happens if you warp from inside the car at the start into room 26 - happened to me during the game although I'm not unable to reproduce it anymore. I guess I did something differently last time.
* PQ3: VM goes mad when going in computer to tools / city map / plot crimes (warnings, heap issue (only valgrind/app verifier))
* PQ3: VM goes mad when going in computer to tools / city map / plot crimes (warnings, heap issue (only valgrind/app verifier))
* QFG1 EGA: displays the warning "List node at x is not sane anymore" when the dinosaur snaps at you during the intro
* 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 winning any random monster fight, the game uses the unimplemented kMergePoly function. This means that the hero can walk over the bodies of slain enemies (though it's a purely cosmetic issue)
* QFG1 VGA: When winning any random monster fight, the game uses the unimplemented kMergePoly function. This means that the hero can walk over the bodies of slain enemies (though it's a purely cosmetic issue)


=== known warnings, these here do not break or crash the game ===
=== Known Warnings ===
* Iceman: displays the warning "NodeValue() on a NULL pointer attempted" at numerous points during the map table scene - isSaneNodePointer: Node at 0000:0000 wasn't found! is displayed when starting to plot
* Iceman: Displays the warning "NodeValue() on a NULL pointer attempted" at numerous points during the map table scene - isSaneNodePointer: Node at 0000:0000 wasn't found! is displayed when starting to plot
* Island Dr. Brain: Hominy Homonym puzzle (room 260) causes lots of strncpy from 0:0 and segmanager dereference 0:0 warnings (though it works)
* Island Dr. Brain: Hominy Homonym puzzle (room 260) causes lots of strncpy from 0:0 and segmanager dereference 0:0 warnings (though it works)
* KQ5: after the deaf man scene, warning failed to find audio entry 9302 appears several times, 7072 comes immediately after that scene, 7065 isn't found when cassima frees you from the prison, 9300 is not found after going through the labyrinth with her, 9301 when throwing the fish to the cat, 7068 when going through the pages of the book
* KQ5: After the deaf man scene, warning failed to find audio entry 9302 appears several times, 7072 comes immediately after that scene, 7065 isn't found when Cassima frees you from the prison, 9300 is not found after going through the labyrinth with her, 9301 when throwing the fish to the cat, 7068 when going through the pages of the book
* KQ5: warning - kStrAt with offset 0xFFFF is called when graham gets the staff, also happens when getting the heart in the forest
* KQ5: Warning - kStrAt with offset 0xFFFF is called when graham gets the staff, also happens when getting the heart in the forest
* KQ5: warning - try to peek at 0:0, 0:2 and 0:4 most of the time when dialogue windows appear
* KQ5: Warning - try to peek at 0:0, 0:2 and 0:4 most of the time when dialogue windows appear
* KQ5: warning - in mordaks labyrinth - send_selector(): argc = 2 while modifying variable selector 3 (y) of object 003a:2910 (dinkBlink) from 0000:0000 to 0000:0063!
* KQ5: Warning - in Mordack's labyrinth - send_selector(): argc = 2 while modifying variable selector 3 (y) of object 003a:2910 (dinkBlink) from 0000:0000 to 0000:0063!
* KQ5: warning - during end - send_selector(): argc = 3 while modifying variable selector 7 (cel) of object 0030:24ca (theMouth) from 0000:0000 to 0000:0000!
* KQ5: Warning - during end - send_selector(): argc = 3 while modifying variable selector 7 (cel) of object 0030:24ca (theMouth) from 0000:0000 to 0000:0000!


== SCI2-SCI2.1 known bugs ==
== SCI2-SCI2.1 known bugs ==
2,051

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