Difference between revisions of "SCI/TODO"

Jump to navigation Jump to search
5,039 bytes removed ,  01:49, 24 April 2017
Remove outdated SCI32 TODOs/bugs
(Added cases where transparency is used. Updated TODO)
(Remove outdated SCI32 TODOs/bugs)
 
(5 intermediate revisions by 2 users not shown)
Line 15: Line 15:
* Adapt the CMS driver to support earlier SCI versions too.
* 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
* MT-32 is only using 10 channels (1-10), but our music code always assumes 16 channels leading to lost notes
* The algorithm that decides what does and doesn't get played is different from SSCI, when running out of channels
* Rewrite the MIDI parser (which is using ticks) so that it uses byte offsets instead
* The code that rewinds music should be reconsidered,
 
=== Kernel functions ===
Implement the following:
* kMergePoly: quite rare function, used to merge polygons. Used for example in QFG1VGA when killing a monster, to prevent the player from walking over the dead body. Currently a stub, but not very important


=== Mac-specific ===
=== Mac-specific ===
Line 29: Line 24:
** kPlatform subop 4 is called various times for the icon bar. One call sets up the scripts for the icons, etc.
** kPlatform subop 4 is called various times for the icon bar. One call sets up the scripts for the icons, etc.


== SCI2-SCI2.1 missing features ==
== SCI2-SCI3 missing features ==
 
=== Graphics ===
* Finish support for Robot (RBT) videos
** Fix sound "hiccups" (most likely because of overlapping sound chunks, or because there's leftover header data left in each chunk)
** Fix scaling (e.g. in the Phantasmagoria logo video)
** Other issues(?)
* Check the behavior of the plane/item graphics code against dissassembly (more information below)
 
=== Kernel functions ===
==== SCI2 ====
Implement the following:
* kCantBeHere: Add the SCI32 equivalent
* kSetShowStyle (used for scene transitions)
* kSetScroll
* kEditText
* kPalCycle (might be similar to kPaletteAnimate)
* kDoAudio
** Find out what the 2 extra params are used for in kSciAudioPlay
** Implement subop 10 (was kSciAudioCD) - we need a test case
* kPalVary: find out where subop 8 (and 7, perhaps) is used and what it does
* kRemapColors, mainly used for transparency and adapting sprite colors (e.g. for nightfall scenes). This is also used in the QFG4 demo (SCI1.1).
 
Example screenshots and videos where transparency is used:
* [http://www.gamestm.co.uk/wp-content/uploads/2011/02/qfg4-screenshot-classes.jpg Screenshot 1] - QFG4: Character selection screen (the transparent bat on top of the heroes)
* [http://www.gamershell.com/static/screenshots/780/19282_full.jpg Screenshot 2] - QFG4: The fire halo (from a torch) around the hero
* [http://www.youtube.com/watch?v=s_EPs5QqzzA#t=2m Video 1] - QFG4: Character selection screen (same as the screenshot above, you can see the bat)
* [http://www.youtube.com/watch?v=l_5sZN7jP0A Video 2] - GK1: Gedde tomb (the flashlight)
 
==== SCI2.1 ====
Implement the following:
* Finish off kScrollWindow: used in SQ6 and LSL6 (also exists in Phantasmagoria 1, but it's unused) for the scrolling text windows in the bottom
* kBitmap: Used to preload bitmaps. In SCI3, it's also used to show them (e.g. the popup menus in LSL7)
* kMovePlaneItems - used by SQ6 to scroll through the inventory via the up/down buttons
* Finish off kAddLine, kUpdateLine, kDeleteLine
* kSetPalStyleRange - 2 integer parameters, start and end. All styles from start-end (inclusive) are set to 0
* kMorphOn - used by SQ6, script 900, the datacorder reprogramming puzzle (from room 270)
* kSetHotRectangles - used by Phantasmagoria 1
* Finish off kPlayVMD
* Finish off kRobot
* Add the rest of the kText subops (perhaps kTextColors and kTextFonts)
* Implement the kSave() timer callback subop (case 8). Check for any other missing subops
* Implement kList subops kAddBefore, kMoveToFront, kMoveToEnd
* kGetWindowsOption/kSetWindowsOption (Windows only): check for subops other than 0 (title bar on/off in Phantasmagoria)
* kWinHelp (Windows only): Opens a Windows .hlp file. Currently shows a popup info box specifying the file to open externally
* kDoSoundPlay: find out what the extra integer param is for
 
=== VM ===
* Future TODO: Merge the SCI0-SCI1.1 and SCI2-SCI2.1 string/array handling code, if possible
 
== SCI3 missing features ==
 
'''This list is VERY incomplete, SCI3 support is still in very early stages'''
 
=== Graphics ===
* Duck video CLUT's (optional)
** Currently can be parsed, but not used
(TODO)
 
=== Sound ===
(TODO)
 
=== Kernel Functions ===
Implement the following:
* kPlayDuck
* kMessageBox
* kMinimize
 
=== VM ===
* Support for scripts larger than 64kb. Previous SCI versions used a 16-bit memory addressing scheme, which has been changed to a 32-bit one in SCI3. There are two ways of doing this: either switch to a 32-bit memory addressing scheme (a fairly big change), or create an overlaying mechanism for such scripts


* Support for Macintosh versions of games


= Known bugs =
= Known bugs =
Line 106: Line 33:


=== Graphics ===
=== Graphics ===
* KQ6/CD: several sync resources aren't available in the resource files. The windows version does only use the additional sort of "raw-data" appended to those sync resources. We are currently using the sync resources inside kPortrait instead of the raw data, that's why lip sync isn't working for those cases. We need to find out how this raw data is interpreted, probably we could even create virtual sync data out of it for the DOS scripts to use


=== Sound ===
=== Sound ===
Line 119: Line 45:
* 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.
* QFG1 EGA: when buying something from the shop and the merchant is reading at that time, it will get bought twice
* QFG1 EGA: when buying something from the shop and the merchant is reading at that time, it will get bought twice
* 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: ending music isn't played at all. no sound calls are done, so I guess it's VM.
* QFG1 VGA: ending music isn't played at all. no sound calls are done, so I guess it's VM.


Line 132: Line 57:
* SQ4: During intro - "WARNING: Unhandled SCI MIDI command 0x0 (parameter 0)!"
* SQ4: During intro - "WARNING: Unhandled SCI MIDI command 0x0 (parameter 0)!"


== SCI2-SCI2.1 known bugs ==
== SCI2-SCI3 known bugs ==
 
'''This list is VERY incomplete, SCI2-SCI2.1 support is still in very early stages'''
 
* GK1: When leaving Madame Cazanoux's house, Gabriel will walk through the wall to get to the door. Madame Cazanoux walks around the door, however.
* GK1: Save/Restore menus do not work properly.
* GK1: Sometimes sprites are not erased from the screen.
* GK1: In ''very'' rare cases, the background picture is not updated.
** This happened to me twice: Moving from the Gedde tomb left and from the Schloss Ritter bedroom to the hallway.
 
== SCI3 known bugs ==
 
'''Support for SCI3 is non-existent'''


(TODO)
* Please check the [https://bugs.scummvm.org/report/12 bug tracker]
124

edits

Navigation menu