Difference between revisions of "SCI/TODO"

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115 bytes added ,  05:20, 7 February 2010
m
update the KQ5 menu bar problem; minor cleanup
(add SCI1 Mac TODO's for modified kernel functions)
m (update the KQ5 menu bar problem; minor cleanup)
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** 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
** QuickTime videos for KQ6 CD Mac - assigned to clone2727
** SCI1 Mac uses a screen size of 320x190 and the offTop needs to be set to 0. However, setting the offTop to 0, messed up the priority screen. Without changing offTop, the menu bar will flicker in KQ5 when hovering over it.


* Sound
* Sound
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* Parser
* Parser
** Support for non-english text input
** Support for non-English text input


* Resource
* Resource
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* 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)
* KQ5 Mac: The menu flickers when hovering over it; probably related to the modified kGetEvent or kNewWindow.
* 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 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
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* QFG1 VGA: when casting open, stack underflow occurs
* QFG1 VGA: when casting open, stack underflow occurs
* QFG1 VGA: when throwing rocks at the target south of town - script 0x3a2 does not have a dispatch table and unexpected request for outgoing references from clone at 002c:0000 occur
* QFG1 VGA: when throwing rocks at the target south of town - script 0x3a2 does not have a dispatch table and unexpected request for outgoing references from clone at 002c:0000 occur
* QFG1 VGA: when winning any random monster fight - attempt to peek invalid memory at 0000:xxxx, segmanager::dereference():attempt to dereference inva;id pointer 0000:aa26 occur
* QFG1 VGA: when winning any random monster fight - attempt to peek invalid memory at 0000:xxxx, segmanager::dereference():attempt to dereference invalid pointer 0000:aa26 occur
* 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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