SCI/TODO

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Revision as of 18:20, 18 July 2010 by Clone2727 (talk | contribs) (→‎Sound: initial Amiga(SCI1)/Mac sound support has been committed)
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Missing features

SCI0-SCI1.1 missing features

Graphics

  • Save the kPalVary state inside save games

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)
  • Proper song volume support, currently volume is reset to max whenever a new song is loaded
  • 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)
  • Implement a CMS driver

Parser

  • Support for non-English text input

Mac-specific

  • Support for the SCI1 Mac version of kGetEvent
  • Support for the SCI1 Mac version of kNewWindow
  • Support for modified SCI1.1+ scripts (all but KQ6)
    • Looks like some parts are LE and some parts BE (as opposed to KQ6 having all BE)
  • Fix QuickTime videos - assigned to clone2727
    • The videos now play in KQ6 Mac, but require multiple edit list support (see here)
  • 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-SCI2.1 missing features

This list is VERY incomplete, SCI2-SCI2.1 support is still in very early stages

Graphics

  • Proper support for text bitmaps
  • Support for Robot (RBT) videos

(TODO)

Sound

(TODO)

VM

  • Support for "chunk" scripts

(TODO)

SCI3 missing features

Support for SCI3 is non-existent

Graphics

  • Support for Duck TrueMotion 1 videos (only used in Phantasmagoria 2)

(TODO)

Sound

(TODO)

VM

  • Support for the new SCI3 scripts


Known bugs

SCI0-SCI1.1 known bugs

Graphics

  • KQ5 Mac: The game uses a screen size of 320x190 and the offTop needs to be set to 0. However, setting the offTop to 0, messed up the priority screen. Without changing offTop, the menu bar will flicker when hovering over it.
  • 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
  • PQ3: Highway (day 1) - speech window incorrectly placed
  • PQ3: Hospital (day 1), Computer (day 1), Court (day 4), Oak Tree Mall (day 4) and others - speech window isnt fully removed
  • XMAS88: View position off by one (plus +1 to vertical coordinate) in fireplace scene (maybe also goes for other views?) - seems to be also the case in kq4 old (for all views) - needs to get investigated further

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

SCI0-01 parser

  • Iceman: Acknowledging "green board" isn't possible (game breaking) - issue is script 383 calling kSaid with spec "[!*] / board < green" - hack is in place, works because of this
  • Iceman: confirm depth using "depth affirmative", same issue as green board (script 384)
  • Iceman: Repairing the diver should work with "put washer on shaft" - doesn't work here - workaround: enter "install washer"
  • Iceman: "Climb down" on the main ladder in the submarine doesn't work (room 41), 2nd kSaid is returning true and shouldn't - workaround: enter "descend"

VM

  • Glitches when restoring in some SCI0 games:
    • LSL2: Restoring a game in the first screen moves the cels up by some pixels (e.g. the road sign). Cel positions are fixed when exiting and reentering the scene
    • PQ2: When restoring a game in room 25 (753 third street) our car moves up some pixels, so trunk animations don't match
  • 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: Saving and restoring in room 380 will result in a broken sentence puzzle (last puzzle in that room) - for testing replace 577504302400 with 5775042E2400 in script.380 - this will make it possible to use as many hint coins on the locked cupboard, so that one doesnt have to solve the hangman puzzle at all - this may be a regression since last playthrough (end of january 2010) - workaround: play through this room at once w/o restoring
  • Island Dr. Brain: Programming puzzle (room 300) - turning robot left doesn't work most of the time during execution - no warnings though. Workaround: use turn right all the time instead
  • Island Dr. Brain/wii exclusive(?): when being in the first puzzle room, going to menu doesn't really work on Wii. The menu is visible for around 0.1 seconds and then disappears automatically - caused by MoveCursor not setting cursor - needs to get further investigated
  • 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)
  • LSL6: 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.
  • PQ3: VM goes mad when going in computer to tools / city map / plot crimes (warnings, heap issue (only valgrind/app verifier))
  • 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.

Known Warnings

  • Iceman: dancing with girl WARNING: [VM] Error: Attempt to add 0 to pointer 001b:07ce, type 2: Pointer arithmetics of this type unsupported!
  • Iceman: entering your own hut WARNING: send_selector(): argc = 2 while modifying variable selector 17 (name) of object 001b:07d6 (leftCouch) from 0022:24a1 to 0022:23bc!
  • 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. These really don't exist, so we should either not throw warnings in these cases, or substitute them with viable alternatives
  • 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 Mordack's 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!
  • LSL1: selector send warning when paying the bodyguard in front of the disco
  • LSL1: selector send warnings when ken is speaking at the end
  • LSL5: Warning - Invalid character in kReadNumber input (happens right at the start of the game)
  • LSL6: selector send warning during shamara part
  • LSL6: WARNING: Attempt to read character from non-raw data! during end credits
  • QFG1EGA: Invalid adlib patch 1xx used, occurs several times in the game

SCI2-SCI2.1 known bugs

This list is VERY incomplete, SCI2-SCI2.1 support is still in very early stages

(TODO)


SCI3 known bugs

Support for SCI3 is non-existent

(TODO)