1,502
edits
(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 |
edits