Difference between revisions of "SCI/TODO"

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* Known bugs while using newgui
{{Infobox_TODO|
** King's Quest 5
taskname=SCI Engine TODO|
*** Pathfinding in the screen that is before getting captured by the big bird isn't working correctly. At least when clicking on the place where one is supposed to go, graham goes backwards. It's possible to get him to the required position but 2-3 mouse clicks are needed
techcontact=[[SCI]] Engine Team|
*** priority map issues, seems to be caused by floodfill (look at the anchor at the beach house)
subsystem=Engine|
*** text is not correctly centered when viewing the credits (see FIXME in SciGui::display)
}}


** Larry 5
= Missing features =
*** Patti loop isn't correct, resulting in glitches and glitchy animation - solved by waltervn - type in send ?stopGroop client ?Patti or send ?stopGroop client ?Larry in debug console for a manual fix
*** right at the start: when cleaning your hands, larry will walk "up the walls" - pathfinding issue
*** during first flight larry dreams about patti: she is playing the piano. Strangely this isnt animated, but it is if you save/reload your game. Seems to be a script issue, because original sci does the same thing
*** des Revers records: after using the elevator pathfinding is completely broken (click on the record and patti will walk through walls and such), still its possible to continue the game
***  des Revers records: when patti is walking into the recording booth there are slight priority issues, not caused by priority map - perhaps she is walking the wrong way - yes she is according to actual gameplay footage on youtube - seems to be pathfinding again
*** tramps casino: when woman asks about random number, cursor of textedit control is not correctly positioned


* Known games that can be completed
== SCI0-SCI1.1 missing features ==
** King's Quest 5 (10/18/2009), King's Quest 6 (10/2009)


* Easy
=== Sound ===
** rename the sfx/ dir to sound/ or audio/ (it doesn't just deal with "sound effects).
* 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
** change the many nice existing function documentation comments to use doxygen syntax
* Improve Amiga (SCI01/1) and Mac sound support ([[SCI/Specifications/Sound/SCI0 Resource Format#Amiga Sound (SCI1)/Macintosh Sound (SCI1/1.1)|same format]])
** Change #define lists into enums
* 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)
* Adapt the CMS driver to support earlier SCI versions too.
* MT-32 is only using 10 channels (1-10), but our music code always assumes 16 channels leading to lost notes
* Rewrite the MIDI parser (which is using ticks) so that it uses byte offsets instead


* Medium
=== Mac-specific ===
** Convert stuff from "C pseudo classes" to real classes.
* Support for the SCI1 Mac version of kGetEvent
** check for places that use char or unsigned char for boolean values, and change those to bool. Even nicer would be to change it to use enum types whose value names express the intention (SearchOptions.RECURSIVE, GraphicsScaleOptions.2X, etc), but just going for bool will already be a big improvement.
* Support for the SCI1 Mac version of kNewWindow
** Replace various generic FreeSCI code by their ScummVM counterparts, where it make sense.
* Support for SCI1.1 partially hardcoded icon bar
** Check old FreeSCI-scummvm branch / repos by Jordi for change that could be salvaged, e.g. the files <code>sfx/device/scumm-midi.cpp</code> and <code>sfx/softseq/scumm-adlib.cpp</code>, and stuff.
** Images stored in PICT resources (tags: 'IBIN' (not-selected), 'IBIS' (selected), 'PICT' (inventory image))
** kPlatform subop 4 is called various times for the icon bar. One call sets up the scripts for the icons, etc.


* Difficult
== SCI2-SCI3 missing features ==
** Turn code into templates in following files (now they generate code via #defines):
*** gfx/picfill.cpp
** make the SCI tools compilable (to avoid bitrot, while we change code that they depend on), and finally usable again.
** rewrite the YACC parser code in said.y in pure, readable C++, so we don't need YACC/Bison.
** use direct drawing instead of using widgets for rendering to be compatible with SSCI.
** fix palette glitch on PIC transition (when changing rooms).


* Bugs
* Support for Macintosh versions of games
** 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)
** King's Quest 1
*** After typing a wrong word, the game attempts to open a file with an empty name


* Bugs observed from FreeSCI (check [http://www-plan.cs.colorado.edu/freesci/darcs/glutton/BUGS-IN-GAMES here])
= Known bugs =
** 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
== SCI0-SCI1.1 known bugs ==
** 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
=== Graphics ===
** LSL2 tries to allocate zero bytes of memory when entering Molto Lira.
 
** QG1 accesses property 0xf02 in a couple of cases
=== Sound ===
** SQ1 calls UnLoad() with only one argument when exiting the Ulence Flats bar
* The Tandy/PCjr driver needs more work
** SQ4/Floppy will set the speed to maximum if you access the control panel without tweaking the speed slider. Either tweak the speed slider, or use function keys to access the control panel functionality
* Castle Dr. Brain: In the programming puzzle room 280 the music is using one bad instrument
* Castle Dr. Brain: in the first room, some notes aren't played during the memory puzzle
* 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 - the resource is uncompressed inside resource.000 right at the end, this is definitely no decompression or resource size error
* LSL6: when saving when music is fading out (and restoring) the music will stay on that level and keep playing - we should check for fading and modify selectors to the endpoint
 
=== VM ===
* LSL6: =NOT OUR BUG= sometimes the tram does not stop. This is a game script issue and not an engine one, but we should still figure out what goes wrong and fix it. To make it work -> see SCI bugs
* 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.
* QFG1 EGA: when buying something from the shop and the merchant is reading at that time, it will get bought twice
* QFG1 VGA: ending music isn't played at all. no sound calls are done, so I guess it's VM.
 
=== Known Warnings ===
* 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
* LSL5: Warning - Invalid character in kReadNumber input (happens right at the start of the game)
* LSL6: WARNING: Attempt to read character from non-raw data! during end credits
* PQ2: WARNING: ADLIB: Invalid patch 124 requested!
* PQ3: During End Sequence, WARNING: kDoSound(setHold): Slot not found (0026:0fc4)! and WARNING: Unhandled SCI MIDI command 0x51 (parameter 1)!
* QFG1EGA: Invalid adlib patch 1xx used, occurs several times in the game
* SQ4: During intro - "WARNING: Unhandled SCI MIDI command 0x0 (parameter 0)!"
 
== SCI2-SCI3 known bugs ==
 
* Please check the [https://bugs.scummvm.org/report/12 bug tracker]

Latest revision as of 01:49, 24 April 2017

TODO List
Name SCI Engine TODO
Technical Contact(s) SCI Engine Team
Subsystem Engine

Missing features

SCI0-SCI1.1 missing features

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
  • Improve Amiga (SCI01/1) and Mac sound support (same format)
  • 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)
  • Adapt the CMS driver to support earlier SCI versions too.
  • MT-32 is only using 10 channels (1-10), but our music code always assumes 16 channels leading to lost notes
  • Rewrite the MIDI parser (which is using ticks) so that it uses byte offsets instead

Mac-specific

  • Support for the SCI1 Mac version of kGetEvent
  • Support for the SCI1 Mac version of kNewWindow
  • Support for SCI1.1 partially hardcoded icon bar
    • Images stored in PICT resources (tags: 'IBIN' (not-selected), 'IBIS' (selected), 'PICT' (inventory image))
    • kPlatform subop 4 is called various times for the icon bar. One call sets up the scripts for the icons, etc.

SCI2-SCI3 missing features

  • Support for Macintosh versions of games

Known bugs

SCI0-SCI1.1 known bugs

Graphics

Sound

  • 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 first room, some notes aren't played during the memory puzzle
  • 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 - the resource is uncompressed inside resource.000 right at the end, this is definitely no decompression or resource size error
  • LSL6: when saving when music is fading out (and restoring) the music will stay on that level and keep playing - we should check for fading and modify selectors to the endpoint

VM

  • LSL6: =NOT OUR BUG= sometimes the tram does not stop. This is a game script issue and not an engine one, but we should still figure out what goes wrong and fix it. To make it work -> see SCI bugs
  • 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.
  • QFG1 EGA: when buying something from the shop and the merchant is reading at that time, it will get bought twice
  • QFG1 VGA: ending music isn't played at all. no sound calls are done, so I guess it's VM.

Known Warnings

  • 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
  • LSL5: Warning - Invalid character in kReadNumber input (happens right at the start of the game)
  • LSL6: WARNING: Attempt to read character from non-raw data! during end credits
  • PQ2: WARNING: ADLIB: Invalid patch 124 requested!
  • PQ3: During End Sequence, WARNING: kDoSound(setHold): Slot not found (0026:0fc4)! and WARNING: Unhandled SCI MIDI command 0x51 (parameter 1)!
  • QFG1EGA: Invalid adlib patch 1xx used, occurs several times in the game
  • SQ4: During intro - "WARNING: Unhandled SCI MIDI command 0x0 (parameter 0)!"

SCI2-SCI3 known bugs