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(Removed the now resolved sound issues in Castle of Dr. Brain) |
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** Mac sound support | ** Mac sound support | ||
** Sound fading is currently disabled, as it doesn't work 100% in all games (e.g. in the intro of Pharkas) | ** Sound fading is currently disabled, as it doesn't work 100% in all games (e.g. in the intro of Pharkas) | ||
** Proper song volume support, currently volume is reset to max whenever a new song is loaded | ** Proper song volume support, currently volume is reset to max whenever a new song is loaded | ||
** The resource manager doesn't support external patches of audio36 and sync36 resources yet | ** The resource manager doesn't support external patches of audio36 and sync36 resources yet | ||
* Parser | |||
** Support for non-english text input | |||
== Known bugs == | == Known bugs == | ||
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=== Graphics === | === Graphics === | ||
* Iceman: the game tries to draw invalid rects sometimes (e.g. in the first room, the people walking around ego), left is 32757, right is -32761 - may be VM issue | * Iceman: the game tries to draw invalid rects sometimes (e.g. in the first room, the people walking around ego), left is 32757, right is -32761 - may be VM issue | ||
* Jones: windows in the center of the screen sometimes off by one pixel | |||
* Jones VGA/CD: Main character sometimes rendered with wrong palette | |||
* 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: 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) | * 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 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 | * KQ6 floppy: Cel colors are wrong in the opening sequence | ||
* KQ6 hires: character portraits are not erased properly | * KQ6 hires: character portraits are not erased properly | ||
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* 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: 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) | * SQ1: Some effects missing, definitely non-implemented kAssertPalette()/kPalVary (example: when destroying lasers on kerona) | ||
* XMAS88: View position off by one in fireplace scene (maybe also goes for other views?) | |||
=== Sound === | === Sound === | ||
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* Iceman: displays the warning "NodeValue() on a NULL pointer attempted" at numerous points during the map table scene | * Iceman: displays the warning "NodeValue() on a NULL pointer attempted" at numerous points during the map table scene | ||
* 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) | * 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) | ||
* Longbow: 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) | * Longbow: 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) | ||
* LSL2: tries to allocate zero bytes of memory when entering Molto Lira. | * LSL2: tries to allocate zero bytes of memory when entering Molto Lira. |
edits