Difference between revisions of "SCI/TODO"

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94 bytes removed ,  22:30, 25 January 2010
Grouped all of the issues in categories (graphics, sound, VM)
(Split the missing features into graphics and sound)
(Grouped all of the issues in categories (graphics, sound, VM))
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** Mac graphics support (SCI1)
** Mac graphics support (SCI1)
** Support for Japanese system font
** Support for Japanese system font
** Scaling inside kAnimate - scaleSignal bit 1 triggers setting of scaleX/scaleY. I don't fully understand the code yet. ffs. animate.cpp


* Sound
* Sound
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** Mac sound support
** Mac sound support


=== Missing minor stuff (SCI0-SCI1.1) ===
* Scaling inside kAnimate - scaleSignal bit 1 triggers setting of scaleX/scaleY. I don't fully understand the code yet. ffs. animate.cpp


= Bugs =
== Known bugs ==
== Known bugs ==
=== Castle of Dr. Brain ===
* computer room - right side puzzle
** After finishing, a sound is played that contains a digital channel, which has data + 4 != 0
* computer trivia
** Scrolling text doesnt work right (seems to be a VM issue)
* after puzzle game (room 360)
** Exiting the room shows error "attempt to subtract 2 pointers" (VM issue)
** Saving/Loading the game here shows an empty grey screen


=== Conquest of the Longbow ===
=== Graphics ===
* 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 (VM issue, this room never worked properly even in FreeSCI)
* Freddy Pharkas: In the demo version, when the old timer speaks, the legs of the sheriff disappear
* Island of Dr. Brain: intro has some weird view issues - SCI1.1 doesnt seem to set _sysPalette on kPalette(1) anymore, but just set the palette directly thus it wont affect any views
* 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)
* 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 hires: character portraits are not erased properly
* Quest for Glory 1 EGA: on character customization screen the percentage bar isn't shown
* 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)
* LSL1 (new graphics code regression): doors at the casino wont open. A workaround is in place till the actual issue is found. Issue seems to be caused by signal of the door set too late or kAnimate being call too few times. If you move the .doit calling code to the end of kAnimate door will open.
* LSL5: tramps casino: when woman asks about random number, cursor of textedit control is not correctly positioned (i am not able to replicate the issue though there are still problems with textedit control that will get fixed)
* Window placement is not 100% like sierra sci. it seems this only happens on windows with shadows. In sierra sci shadows are shown so actually the window is moved one up. Under our engine the shadow is not there, because the window is outside screen


=== Freddy Pharkas ===
=== Sound ===
* In the demo version, when the old timer speaks, the legs of the sheriff dissappear
* Castle of Dr. Brain: After finishing the right side puzzle in the computer room, a sound is played that contains a digital channel, which has data + 4 != 0
* Freddy Pharkas: The music before the Pharkas theme song in the intro is not faded correctly
* KQ6: Missing sync resource. Right at the beginning, go to bookshop and get the book thats on the table. 2nd portrait has no sync resource but audio. We are currently ignoring that, so no animation at all, and the original low res version drew random portraits, which we could do as well. Still the following video illustrates that there is correct mouth movement in the hires version http://www.youtube.com/watch?v=kD6EM7v6R8Y&feature=PlayList&p=78472401CE575C47&index=4 (2:30). One speculation is that the hires portrait code calculated lip syncing from the sound resources, when sync resources were missing


=== Hero's Quest (Quest for Glory 1 EGA) ===
=== VM ===
* Graphics?!
* Castle of Dr. Brain: Scrolling text doesn't work right in the computer trivia room
** on character customization screen the percentage bar isn't shown
* Castle of Dr. Brain: After puzzle game (room 360), exiting the room throws error "attempt to subtract 2 pointers"
* Castle of Dr. Brain: Saving/Loading the game after puzzle game (room 360) shows an empty grey screen
* Conquest of the 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)
* Jones in the Fast Lane: statistics are broken (list control), dollar amounts missing (ega/cd) - unsupported string operation in the segment manager, will be fixed soon
* 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)
* LSL5: bartender animation when ordering a whiskey and the rat animation in the room with the drunken man are much too fast
* LSL5: one screen nearly at the end with text disappears far too quick


=== Island of Dr. Brain ===
* Graphics
** intro has some weird view issues - SCI1.1 doesnt seem to set _sysPalette on kPalette(1) anymore, but just set the palette directly thus it wont affect any views
* VM?!
** right at the first puzzle clicking on the bricks on the bottom of the screen makes the engine freeze (endless loop)


=== Jones ===
== Script bugs, found in the original interpreters too ==
* Graphics
* LSL5: Priority issues in bathroom right at the start
** statistics are broken (list control), dollar amounts missing (ega/cd) - unsupported string operation in the segment manager, will be fixed soon
* LSL5: during first flight Larry dreams about Patti: she is playing the piano. Strangely this isnt animated, but it is if you save/reload your game
* LSL5: tramps casino: during mud wrestling the script is using cycle counts. Currently its playable but a bit difficult to do cause its quite fast (not a bug but ffs when changing speed throttler)
* LSL5: almost at the end during last flight, one textbox in the patti conversation gets overdrawn with patti. Happens only in german version and I guess this also happens with original interpreter. I am unable to test this easily because I would need to play through the whole game again


=== King's Quest 5 ===
* Graphic
** 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
** In the Amiga version, no sprites are shown in the first scene of the intro (Castle Daventry and wizard)
=== King's Quest 6 ===
* Graphics
** 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.
* Missing sync resource
** Right at the beginning, go to bookshop and get the book thats on the table. 2nd portrait has no sync resource but audio. We are currently ignoring that, so no animation at all, and the original low res version drew random portraits, which we could do as well. Still the following video illustrates that there is correct mouth movement in the hires version http://www.youtube.com/watch?v=kD6EM7v6R8Y&feature=PlayList&p=78472401CE575C47&index=4 (2:30). One speculation is that the hires portrait code calculated lip syncing from the sound resources, when sync resources were missing
=== Larry 1 (Remake) ===
* Reason unknown
** bartender animation when ordering a whiskey and the rat animation in the room with the drunken man are much too fast
* Graphics (newgui only)
** doors at the casino wont open. A workaround is in place till the actual issue is found. Issue seems to be caused by signal of the door set too late or kAnimate being call too few times. If you move the .doit calling code to the end of kAnimate door will open.
* Remarks
** Priority issues in bathroom right at the start are also in original interpreter and not caused by us
=== Larry 5 ===
* VM
** one screen nearly at the end with text disappears far too quick
* Graphics
** tramps casino: when woman asks about random number, cursor of textedit control is not correctly positioned (i am not able to replicate the issue though there are still problems with textedit control that will get fixed)
** Window placement is not 100% like sierra sci. it seems this only happens on windows with shadows. In sierra sci shadows are shown so actually the window is moved one up. Under our engine the shadow is not there, because the window is outside screen
* Remarks
** during first flight Larry dreams about Patti: she is playing the piano. Strangely this isnt animated, but it is if you save/reload your game. Seems to be a script issue, because original sci does the same thing
** tramps casino: during mud wrestling the script is using cycle counts. Currently its playable but a bit difficult to do cause its quite fast (not a bug but ffs when changing speed throttler)
** almost at the end during last flight, one textbox in the patti conversation gets overdrawn with patti. Happens only in german version and I guess this also happens with original interpreter. I am unable to test this easily because I would need to play through the whole game again
=== Space Quest 1 (Remake, VGA) ===
* Graphics
** Ulence Flats - when entering the ship, another ship appears. We see this ship shortly completely and then it starts appearing, probably related to kAssertPalette()
** Some effects missing, definitely non-implemented kAssertPalette()/kPalVary (example: when destroying lasers on kerona)


== Bugs from freesci, probably some of them are already solved ==
== Bugs from freesci, probably some of them are already solved ==
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