Difference between revisions of "SCI/TODO"

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362 bytes added ,  23:46, 27 January 2010
Added issues with Dr. Brain 2 and LSL2. Also, mentioned about missing support for QT videos for KQ6 CD Mac
(Removed an obsolete FreeSCI issue in LSL2)
(Added issues with Dr. Brain 2 and LSL2. Also, mentioned about missing support for QT videos for KQ6 CD Mac)
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** 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
** Scaling inside kAnimate - scaleSignal bit 1 triggers setting of scaleX/scaleY. I don't fully understand the code yet. ffs. animate.cpp
** QuickTime videos for KQ6 CD Mac - assigned to clone2727


* Sound
* Sound
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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: windows in the center of the screen are sometimes off by one pixel
* Jones VGA/CD: Main character sometimes rendered with wrong palette
* 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
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* Freddy Pharkas: The music before the Pharkas theme song in the intro is not faded correctly (note that fading is currently disabled)
* Freddy Pharkas: The music before the Pharkas theme song in the intro is not faded correctly (note that fading is currently disabled)
* Freddy Pharkas: Calls unimplemented kDoAudio subop 12 while people are talking and subop 13 while the narrator's voice is heard
* Freddy Pharkas: Calls unimplemented kDoAudio subop 12 while people are talking and subop 13 while the narrator's voice is heard
* Island of Dr. Brain: The game freezes right after the copy protection screen (sound related, scripts await a signal that never occurs)


=== VM ===
=== VM ===
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* 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: 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
* LSL5: bartender animation when ordering a whiskey and the rat animation in the room with the drunken man are much too fast
* 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
* LSL5: one screen nearly at the end with text disappears far too quick
* QFG1 EGA: displays the warning "List node at x is not sane anymore" when the dinosaur snaps at you during the intro
* QFG1 EGA: displays the warning "List node at x is not sane anymore" when the dinosaur snaps at you during the intro
* SQ3: 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
* SQ3: 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
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