Difference between revisions of "SCUMM/NES"

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m (SCUMM NES moved to SCUMM/NES: subpage)
m (Correct an instance of 'scummvm')
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* Walkboxes have some bugs - in some cases, you can walk through corners. This appears to be a bug with all V1-V2 games.
 
* Walkboxes have some bugs - in some cases, you can walk through corners. This appears to be a bug with all V1-V2 games.
 
* After you select your characters and hit start, the first sound that gets played is 'chirping crickets' instead of 'pickup item'. This may be due to improper handling of o2_stopMusic()
 
* After you select your characters and hit start, the first sound that gets played is 'chirping crickets' instead of 'pickup item'. This may be due to improper handling of o2_stopMusic()
* The 'maniac mansion' logo scroll during the intro gets stuck due to a camera issue (original engine expects screen to be 224 wide, but in scummvm it's 256 wide so it can't scroll far enough).
+
* The 'maniac mansion' logo scroll during the intro gets stuck due to a camera issue (original engine expects screen to be 224 wide, but in ScummVM it's 256 wide so it can't scroll far enough).

Revision as of 12:54, 10 November 2009

Things To Do

Engine Verification

  • Verify functions:
    • ScummEngine::runInputScript()
    • V2 opcodes:
      • beginOverride
      • waitForMessage
      • waitForSentence
      • waitForActor
      • assignVarWordIndirect
      • assignVarByte
      • addIndirect
      • subIndirect
      • add
      • subtract
      • isLessEqual
      • isGreaterEqual
      • isLess
      • isGreater
      • ifClassOfIs
      • startScript
      • chainScript
      • ifNotState08
      • ifState08
      • ifNotState04
      • ifState04
      • ifState02
      • ifNotState02
      • ifNotState01
      • ifState01
      • setState08 * does not appear to request redraw (as clearState08 does)
      • clearState08
      • setState04
      • clearState04
      • setState02
      • clearState02
      • setState01
      • clearState01
      • drawObject
      • pickupObject * partially checked
      • loadRoomWithEgo * unchecked
      • setBitVar * unchecked
      • getBitVar * unchecked
      • setOwnerOf * unchecked
      • delay
      • walkActorToObject * unchecked
      • putActorAtObject * unchecked
      • walkActorTo * unchecked
      • setActorElevation * different - does not multiply elevation by 2, takes it as-is
      • putActor * unchecked
      • setObjPreposition * different - does nothing at all
      • getObjPreposition
      • doSentence * partially checked
      • drawSentence * unchecked
      • cutscene * difference - also saves _currentScript and clears some click-related vars
      • endCutscene * difference - clears the _currentScript var saved in cutscene
      • setCameraAt * difference - sets camera to Panning mode, not Normal mode
      • panCameraTo * difference - no mention of camera._movingToActor
      • cursorCommand
      • getActorX
      • getActorY
      • getActorElevation * different - does not divide elevation by 2, returns it as-is
      • getActorWalkBox
      • animateActor * unchecked
      • lights * partially checked
      • setObjectName * unchecked
      • resourceRoutines * different - does nothing at all
      • restart * unchecked
      • setBoxFlags
      • verbOps * different - no case for 0xFF (verb on/off), sets fewer vars
      • roomOps * different - lacks case 2 (room color)
      • actorOps
      • actorFromPos * unchecked
      • findObject * unchecked
      • switchCostumeSet
    • V5 opcodes:
      • jumpRelative * unchecked
      • stopObjectCode * unchecked
      • breakHere * unchecked
      • setVarRange * unchecked
      • move * unchecked
      • increment * unchecked
      • decrement * unchecked
      • equalZero * unchecked
      • notEqualZero * unchecked
      • isNotEqual
      • isEqual
      • stopScript * unchecked
      • pseudoRoom * unchecked
      • loadRoom * unchecked
      • getObjectOwner * unchecked
      • printEgo * unchecked
      • print * unchecked
      • getDist * unchecked
      • getClosestObjActor * unchecked
      • getRandomNr
      • getActorMoving
      • isSoundRunning
      • isScriptRunning
      • delayVariable
      • stopSound
      • startMusic/startSound
      • walkActorToActor * unchecked
      • putActorInRoom * unchecked
      • actorFollowCamera * unchecked
      • getActorCostume
      • getActorRoom
      • getActorFacing
      • faceActor * unchecked
      • saveLoadGame
      • stopMusic * different - only stops music track

Graphics

  • Flashlight shape
  • Gray room palette in flashlight mode

Scripts

  • Fix freeze after scrolling Maniac Manion logo
  • Somehow add static MM logo and LucasArts logo (needs to be done before engine initializes)

Known Issues

  • Moving the cursor in the verb/inventory area will 'select' objects in the room if they touch the top of the room (example: stairs)
  • Text wrapping doesn't work for the sentence bar (it moves down 1 pixel, right in the middle of the word; needs to wrap at name/word boundaries)
  • Walking and talking at the same time doesn't work - stop walking while talking and your mouth will not move, stop talking while walking and you start sliding across the room.
  • Clicking in the top 16 pixels of the screen (above the subtitle bar) crashes the program.
  • Walkboxes have some bugs - in some cases, you can walk through corners. This appears to be a bug with all V1-V2 games.
  • After you select your characters and hit start, the first sound that gets played is 'chirping crickets' instead of 'pickup item'. This may be due to improper handling of o2_stopMusic()
  • The 'maniac mansion' logo scroll during the intro gets stuck due to a camera issue (original engine expects screen to be 224 wide, but in ScummVM it's 256 wide so it can't scroll far enough).