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Difference between revisions of "SCI/TODO"

248 bytes removed ,  15:53, 24 May 2010
portraits erasing issue is almost fixed, at least the required upscaling to 640x440 was already implemented
(iceman sound issue got fixed yesterday or so)
(portraits erasing issue is almost fixed, at least the required upscaling to 640x440 was already implemented)
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* 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 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 after a SEQ video is played. Seems to be related with a screen transition effect
* KQ6 floppy: Cel colors are wrong in the opening sequence after a SEQ video is played. Seems to be related with a screen transition effect
* KQ6 hires: character portraits are not erased properly. The engine scripts are asking to save/restore a smaller area than the one drawn on screen / caused by game actually thinking of running in 640x480, we need to implement 640x480 upscaling :(
* 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
* 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
* LB2: The credits windows (about screen from the options menu) are incorrectly drawn above the character sprites
* LB2: The credits windows (about screen from the options menu) are incorrectly drawn above the character sprites
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