Difference between revisions of "SCI/TODO"

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(Amiga SCI1 graphics support is done, added an issue for the Amiga version of KQ5 and updated the info on the Jones list problem)
(Remove outdated SCI32 TODOs/bugs)
 
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== TODO ==
{{Infobox_TODO|
=== Missing features (SCI0-SCI1.1) ===
taskname=SCI Engine TODO|
* Palette morphing (kPalVary - used for example in the SQ5 intro) and kAssertPalette - assigned to m_kiewitz
techcontact=[[SCI]] Engine Team|
* Channel remapping
subsystem=Engine|
* Voice mapping
}}
* Amiga sound support for SCI01/SCI1
* Mac sound support
* Mac graphics support (SCI1)
* Support for Japanese system font


=== Missing minor stuff (SCI0-SCI1.1) ===
= Missing features =
* Scaling inside kAnimate - scaleSignal bit 1 triggers setting of scaleX/scaleY. I don't fully understand the code yet. ffs. animate.cpp


= Bugs =
== SCI0-SCI1.1 missing features ==
== Known bugs ==
=== Castle of Dr. Brain ===
* computer room - right side puzzle
** After finishing, a sound is played that contains a digital channel, which has data + 4 != 0
* computer trivia
** Scrolling text doesnt work right (seems to be a VM issue)
* after puzzle game (room 360)
** Exiting the room shows error "attempt to subtract 2 pointers" (VM issue)
** Saving/Loading the game here shows an empty grey screen


=== Conquest of the Longbow ===
=== Sound ===
* 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 (VM issue, this room never worked properly even in FreeSCI)
* 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 ([[SCI/Specifications/Sound/SCI0 Resource Format#Amiga Sound (SCI1)/Macintosh Sound (SCI1/1.1)|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


=== Freddy Pharkas ===
=== Mac-specific ===
* In the demo version, when the old timer speaks, the legs of the sheriff dissappear
* 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.


=== Hero's Quest (Quest for Glory 1 EGA) ===
== SCI2-SCI3 missing features ==
* Graphics?!
** on character customization screen the percentage bar isn't shown


=== Island of Dr. Brain ===
* Support for Macintosh versions of games
* Graphics
** 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
* VM?!
** right at the first puzzle clicking on the bricks on the bottom of the screen makes the engine freeze (endless loop)


=== Jones ===
= Known bugs =
* Graphics
** statistics are broken (list control), dollar amounts missing (ega/cd) - unsupported string operation in the segment manager, will be fixed soon


=== King's Quest 5 ===
== SCI0-SCI1.1 known bugs ==
* Graphic
** 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
** In the Amiga version, no sprites are shown in the first scene of the intro (Castle Daventry and wizard)


=== King's Quest 6 ===
=== Graphics ===
* Graphics
** 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.
* Missing sync resource
** Right at the beginning, go to bookshop and get the book thats on the table. 2nd portrait has no sync resource but audio. We are currently ignoring that, so no animation at all, and the original low res version drew random portraits, which we could do as well. Still the following video illustrates that there is correct mouth movement in the hires version http://www.youtube.com/watch?v=kD6EM7v6R8Y&feature=PlayList&p=78472401CE575C47&index=4 (2:30). One speculation is that the hires portrait code calculated lip syncing from the sound resources, when sync resources were missing


=== Larry 1 (Remake) ===
=== Sound ===
* Reason unknown
* The Tandy/PCjr driver needs more work
** bartender animation when ordering a whiskey and the rat animation in the room with the drunken man are much too fast
* Castle Dr. Brain: In the programming puzzle room 280 the music is using one bad instrument
* Graphics (newgui only)
* Castle Dr. Brain: in the first room, some notes aren't played during the memory puzzle
** 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.
* 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
* Remarks
* 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
** Priority issues in bathroom right at the start are also in original interpreter and not caused by us


=== Larry 5 ===
=== VM ===
* 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
** 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.
* Graphics
* QFG1 EGA: when buying something from the shop and the merchant is reading at that time, it will get bought twice
** 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)
* QFG1 VGA: ending music isn't played at all. no sound calls are done, so I guess it's VM.
** 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
* Remarks
** 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
** tramps casino: during mud wrestling the script is using cycle counts. Currently its playable but a bit difficult to do cause its quite fast (not a bug but ffs when changing speed throttler)
** almost at the end during last flight, one textbox in the patti conversation gets overdrawn with patti. Happens only in german version and I guess this also happens with original interpreter. I am unable to test this easily because I would need to play through the whole game again


=== Space Quest 1 (Remake, VGA) ===
=== Known Warnings ===
* Graphics
* KQ5: Warning - kStrAt with offset 0xFFFF is called when graham gets the staff, also happens when getting the heart in the forest
** Ulence Flats - when entering the ship, another ship appears. We see this ship shortly completely and then it starts appearing, probably related to kAssertPalette()
* KQ5: Warning - try to peek at 0:0, 0:2 and 0:4 most of the time when dialogue windows appear
** Some effects missing, definitely non-implemented kAssertPalette()/kPalVary (example: when destroying lasers on kerona)
* 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)!"


== Bugs from freesci, probably some of them are already solved ==
== SCI2-SCI3 known bugs ==
=== 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 ===
* Please check the [https://bugs.scummvm.org/report/12 bug tracker]
* 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 [http://www-plan.cs.colorado.edu/freesci/darcs/glutton/BUGS-IN-GAMES 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
 
=== SQ1 ===
* calls UnLoad() with only one argument when exiting the Ulence Flats bar
=== 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
 
= Timer issues =
 
== Larry 3 ==
* Working fine currently due workaround inside speed throttler for room 290
* Pushups (room 380) are machinespeed dependant. That one is calculated after the ranchy questions (room 290). Machinespeed is calculated by counting cycles for 60 ticks (1 second).
 
== Larry 5 ==
* None of those are apparent in our sci
* intro is timer dependant (typing of the title while patty walks by) - note that the "mistyping" should be noticeable
* wrestling is timer dependant (room 740)
 
Note: This list has been taken from [http://www.spacequest.net/misc/timerissues/ spacequest.net] and can also be found at [http://spacequest.wikia.com/wiki/Technical_Solutions the Space Quest wiki]
 
== Space Quest 1 ==
* None of those were apparent during my playthrough, so the speed throttler seems to work well
* In the Arcada, you'll notice the screen is shaking and shaking. And it should (every once in a while). Your ship is under attack, remember?!? But on faster computers, it just won't stop. And that's incredibly annoying.
* You will dehydrate in the desert way too soon. A message will pop up almost immediately when you've landed, telling you you need to drink. You'll die of thirst before you can even think of exploring the planet.
* The spider droid will come too soon. Thus giving you little chance to explore the planet.
* You will be unable to get past the falling acid drops in the cave on Kerona because the drops fall very rapidly. A tropical rainstorm is nothing compared to it!
* Some animations in the game are too fast. The droid that passes Roger in the hallway at the start of the game rushes by at the speed of light. Roger looks like he's headbanging or something. But in fact, on slower computers he looks around every now and then. Also, the cartridge retrieval droid moves way too fast. There are perhaps more of these small, but annoying, animation problems.
 
== Space Quest 4 ==
* When Roger enters a screen where the "droid-0-death" can/will appear, it will come almost immediately. It will be very hard to get the rope, the unstable ordinance, the PocketPal and to hide yourself from this droid, not to mention successfully entering the sewer grate. The biggest problem is, of course, that the game doesn't give you any time to explore and look around carefully because you're too occupied escaping the droid. The droid should not appear for at least a full minute.
* Boarding the transport shuttle on the streets of Xenon is almost impossible. The Sequel Police are already standing there, waiting to kill you. When playing the game on a slower computer, the Sequel Police will only appear after some seconds, giving you enough time to examine the shuttle and to enter the landing gear compartment.
* The same goes for entering one of the time pods on the Sequel Police dispatch. They will kill you almost immediately after they finished talking. You won't have time to do anything, how frustrating! Normally, you have at least some seconds to move. If you move downwards towards the time pods, the game will give you even more time to solve the puzzle. With a faster machine, you virtually don't have any time at all.
* On Estros, the timepod of the Sequel Policemen will almost come immediately after you've landed. You will never have the time to "trigger" the pterodactyl to pick you up. And, you just don't have time to walk around and explore the planet... You'll think you are stuck (that is, if you have the time to think that at all, you might be dead already), and will run to the nearest walk through paradise. While in fact, it's a timer related problem.
* And of course the Skate-O-Rama scene. The Sequel Policemen won't give you any time to make your move.
* Near the end of the game you're supposed to use the Super Computer to "flush" the droid and the brain icon. When you've flushed the brain icon, the countdown will begin and you're supposed to make your way to Vohaul's room. On today's computers, the countdown will happen so fast that you won't have the chance to leave the room and go back out to the maze.
* Some animations go too fast, scrolling screens don't look like they are scrolling (because of the speed), the pterodactyl that moves even faster and so on.
 
== Space Quest 5 ==
* As far as I know, the only timer problem in Space Quest 5 is the EVA scene were you need to rescue Cliffy with the pod. The controls are very hard to handle because the ship moves too fast. Normally, this puzzle is already very hard. Not only is it already fast, but you have little fuel. This puzzle requires some mouse skills, so don't whine if it doesn't work right from the start.
* I've spotted some small animation problems, most notably the GradeMaster 2000 sequence. Maybe some scrolling screens effects are eliminated by timer problems, but so far I haven't found any.

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