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Difference between revisions of "SCI/TODO"

16 bytes removed ,  16:33, 27 January 2010
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(Removed the now resolved sound issues in Castle of Dr. Brain)
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** Mac sound support
** Mac sound support
** Sound fading is currently disabled, as it doesn't work 100% in all games (e.g. in the intro of Pharkas)
** Sound fading is currently disabled, as it doesn't work 100% in all games (e.g. in the intro of Pharkas)
** Proper song volume support, currently volume is reset to max whenever a new song is loaded, which doesn't work right with older SCI games
** Proper song volume support, currently volume is reset to max whenever a new song is loaded
** The resource manager doesn't support external patches of audio36 and sync36 resources yet
** The resource manager doesn't support external patches of audio36 and sync36 resources yet
* Parser
** Support for non-english text input


== Known bugs ==
== Known bugs ==
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=== Graphics ===
=== Graphics ===
* Iceman: the game tries to draw invalid rects sometimes (e.g. in the first room, the people walking around ego), left is 32757, right is -32761 - may be VM issue
* Iceman: the game tries to draw invalid rects sometimes (e.g. in the first room, the people walking around ego), left is 32757, right is -32761 - may be VM issue
* Jones: windows in the center of the screen sometimes off by one pixel
* Jones VGA/CD: Main character sometimes rendered with wrong palette
* KQ5: 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
* KQ5: 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
* KQ5 Amiga: No sprites are shown in the first scene of the intro (Castle Daventry and wizard)
* KQ5 Amiga: No sprites are shown in the first scene of the intro (Castle Daventry and wizard)
* KQ6: 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.
* KQ6 CD: 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.
* KQ6 floppy: Cel colors are wrong in the opening sequence
* KQ6 floppy: Cel colors are wrong in the opening sequence
* KQ6 hires: character portraits are not erased properly
* KQ6 hires: character portraits are not erased properly
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* SQ1: Ulence Flats - when entering the ship, another ship appears. We see this ship shortly completely and then it starts appearing, probably related to kAssertPalette()
* SQ1: Ulence Flats - when entering the ship, another ship appears. We see this ship shortly completely and then it starts appearing, probably related to kAssertPalette()
* SQ1: Some effects missing, definitely non-implemented kAssertPalette()/kPalVary (example: when destroying lasers on kerona)
* SQ1: Some effects missing, definitely non-implemented kAssertPalette()/kPalVary (example: when destroying lasers on kerona)
* XMAS88: View position off by one in fireplace scene (maybe also goes for other views?)


=== Sound ===
=== Sound ===
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* Iceman: displays the warning "NodeValue() on a NULL pointer attempted" at numerous points during the map table scene
* Iceman: displays the warning "NodeValue() on a NULL pointer attempted" at numerous points during the map table scene
* Island of Dr. Brain: right at the first puzzle clicking on the bricks on the bottom of the screen makes the engine freeze (endless loop)
* Island of Dr. Brain: right at the first puzzle clicking on the bricks on the bottom of the screen makes the engine freeze (endless loop)
* Longbow: 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 (this room never worked properly even in FreeSCI)
* 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)
* LSL2: tries to allocate zero bytes of memory when entering Molto Lira.
* LSL2: tries to allocate zero bytes of memory when entering Molto Lira.
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