Difference between revisions of "SCI/TODO"

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1,033 bytes added ,  12:55, 1 October 2009
Updated the list of bugs, and added the known ones from FreeSCI
(add bug)
(Updated the list of bugs, and added the known ones from FreeSCI)
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** Replace various generic FreeSCI code by their ScummVM counterparts, where it make sense.
** Replace various generic FreeSCI code by their ScummVM counterparts, where it make sense.
** Check old FreeSCI-scummvm branch / repos by Jordi for change that could be salvaged, e.g. the files <code>sfx/device/scumm-midi.cpp</code> and <code>sfx/softseq/scumm-adlib.cpp</code>, and stuff.
** Check old FreeSCI-scummvm branch / repos by Jordi for change that could be salvaged, e.g. the files <code>sfx/device/scumm-midi.cpp</code> and <code>sfx/softseq/scumm-adlib.cpp</code>, and stuff.
** Fix the generation of EXEC_STACK_TYPE_KERNEL stack frames in invoke_selector(). The kcall number is currently missing.


* Difficult
* Difficult
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** Longbow
** Longbow
*** The sound of the bow in the opening screen is repeated a number of times
*** The sound of the bow in the opening screen is repeated a number of times
*** After leaving the cave and the conversation that follows, the game crashes (List node at 0024:003b is not sane anymore!)
*** 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)
** King's Quest 1
** King's Quest 1
*** Typing a wrong word causes a crash: file_open(_K_FILE_MODE_OPEN_OR_CREATE) File creation currently not supported!
*** After typing a wrong word, the game attempts to open a file with an empty name
 
* Bugs observed from FreeSCI (check [http://www-plan.cs.colorado.edu/freesci/darcs/glutton/BUGS-IN-GAMES here])
** Codename: Iceman displays the warning "NodeValue() on a NULL pointer attempted" at numerous points during the map table scene
** Quest for Glory 1 displays the warning "List node at x is not sane anymore" when the dinosaur snaps at you during the intro
** Space Quest 3 calls functions from a script which has already been unloaded when Roger climbs up the ladder from the rat cave (the place containing the reactor at the very beginning of the game) - NOTE: This should be fixed in ScummVM, to the best of my knowledge
** PQ2 calls CanBeHere() with a disposed object in the clip list when Keith enters the car
** LSL2 tries to allocate zero bytes of memory when entering Molto Lira.
** QG1 accesses property 0xf02 in a couple of cases
** SQ1 calls UnLoad() with only one argument when exiting the Ulence Flats bar
** SQ4/Floppy will set the speed to maximum if you access the control panel without tweaking the speed slider. Either tweak the speed slider, or use function keys to access the control panel functionality
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