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Difference between revisions of "SCI/TODO"

67 bytes added ,  22:04, 26 June 2010
separated warnings
(added castle of dr. brain regression)
(separated warnings)
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* 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: 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: 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: 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?!
* 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
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* 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: 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: 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: Hominy Homonym puzzle (room 260) causes lots of strncpy from 0:0 and segmanager dereference 0:0 warnings (though it works)
* 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 doesnt work most of the time during execution - no warnings though. Workaround: use turn right all the time instead
* 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 - 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 - during end - send_selector(): argc = 3 while modifying variable selector 7 (cel) of object 0030:24ca (theMouth) from 0000:0000 to 0000:0000!
* 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)
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* 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, there here do not break or crash the game ===
* 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)
* 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 - 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 - 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 ==
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