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Strangerke (talk | contribs) (→Fascination: Hack removed.) |
CrystalBen (talk | contribs) m (surface.cpp todo add support for picture formats) |
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== | {{Infobox_TODO| | ||
taskname=Gob Engine TODO| | |||
techcontact=[[Gob]] Engine Team| | |||
subsystem=Engine| | |||
}} | |||
== Bugs, glitches and | == Bugs, glitches and ToDo's == | ||
=== Script bugs === | === Script bugs === | ||
* Bargon Attack: Graphical glitch when loading a save made on the Bargon bridge after transforming self (the original actor appears as well). | |||
* Fascination: Some versions have incorrect timing in several places as they used loading time. Fixing the scripts is required in those cases (before entering the lab was the most visible example) - '''Now fixed in Amiga and Atari versions''' | |||
* Fascination: The game sometimes hangs in the parking lot when the card is used directly, without the code. - '''This also occurs in the original exe''' | |||
* Gobliins 2: Leaving Vivalzart's screen and returning after putting the mushroom into the machine yields another mushroom in the inventory. Letting Winkle use that one with the machine locks him up. | * Gobliins 2: Leaving Vivalzart's screen and returning after putting the mushroom into the machine yields another mushroom in the inventory. Letting Winkle use that one with the machine locks him up. | ||
* Gobliins 2: In music land, trying to switch the screen should be prohibited by the scripts, but isn't. A workaround keeps ScummVM from crashing and shows a dialog box instead. {{ | * Gobliins 2: In music land, trying to switch the screen should be prohibited by the scripts, but isn't. A workaround keeps ScummVM from crashing and shows a dialog box instead. {{Tracker|id=3155}} | ||
* Gobliins 2: In the bubble screen, the game lets you try to release the prince before acquiring the safety pin, leaving you in an unfinishable state. {{ | * Gobliins 2: In the bubble screen, the game lets you try to release the prince before acquiring the safety pin, leaving you in an unfinishable state. {{Tracker|id=3392}} | ||
* Goblins 3: 'A Bell' button hotspot disappears. {{Tracker|id=3805}} | |||
* Goblins 3: Chessboard scene reloads after the rat is first used. {{Tracker|id=3986}} | |||
* Goblins 3: 'A Bell' button hotspot disappears. {{ | * Goblins 3: Unable to enter the Battlefield. {{Tracker|id=4022}} | ||
* Goblins 3: Chessboard scene reloads after the rat is first used. {{ | * Goblins 3: Unable to progress through queen's throne room. {{Tracker|id=4016}} | ||
* Goblins 3: Unable to enter the Battlefield. {{ | * Lost in Time: sprite gets corrupted during a dialogue. {{Tracker|id=3839}} | ||
* Goblins 3: Unable to progress through queen's throne room. {{ | * Woodruff: Infinite hypnotic CDs. {{Tracker|id=3750}} | ||
* Woodruff: Infinite hypnotic CDs. {{ | * Woodruff: Access to the Laboratory. {{Tracker|id=3751}} | ||
* Woodruff: Access to the Laboratory. {{ | * Woodruff: Wrong code for safe in temple. {{Tracker|id=3777}} | ||
* Woodruff: Wrong code for safe in temple. {{ | * Woodruff: Bluxtre nut not drawn after leaving it on the ground. {{Tracker|id=3742}} | ||
* Woodruff: Bluxtre nut not drawn after leaving it on the ground. {{ | |||
=== General === | === General === | ||
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* A few graphical glitches remain: | * A few graphical glitches remain: | ||
**{{ | ** Goblins 3: double sprite glitch in the queen level {{Tracker|id=3401}} | ||
**{{ | ** Lost in Time: sprite gets corrupted during a dialogue {{Tracker|id=3839}} | ||
**{{ | ** Lost in Time: palette issue with sprites {{Tracker|id=3838}} | ||
**{{ | ** Woodruff: Palette glitch {{Tracker|id=3768}} (Also happens in the original) | ||
**{{ | ** Woodruff: Graphic glitches {{Tracker|id=3848}} (2 of 3 also happens in the original) | ||
**{{ | ** Woodruff: GFX Glitches {{Tracker|id=4491}} (Also happens in the original) | ||
=== Sound === | === Sound === | ||
* Ween: Wrong speaker sound when putting away items on some machines. | * Ween: Wrong speaker sound when putting away items on some machines. | ||
* Fascination: The duration of short sounds is sometimes incorrect. The most obvious problem is the sound of the keys of the phone: the sound is not played for each key (first room). This may be similar to the Ween sound issue. | |||
== Engine-specific tasks == | |||
* Add OBC Support (OBC is the new Script system which used in DEV7) | |||
== File-specific tasks == | == File-specific tasks == | ||
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=== music.cpp === | === music.cpp === | ||
* Gobliiins Mac: musmac1.adl isn't played correctly at all. | * Gobliiins Mac: musmac1.adl isn't played correctly at all. | ||
=== surface.cpp === | |||
* implement loading of various Picture formats (JPEG,BMP,BRC) | |||
== Game-specific tasks == | == Game-specific tasks == | ||
=== | |||
* | === Adi 2 === | ||
* | * Add missing opcodes. | ||
* Add support for Applications. | |||
=== Adi 4 === | |||
* Add missing opcodes. | |||
* Add support for Applications. (Geographie kind of works, compared to the main Environment itself) | |||
=== Adibou 1 === | |||
* Implement workaround for German CD version, so that the user can use both Applications 4-6 Years and 6-7 Years. {{Tracker|id=14553}} | |||
** Potential solution: if BOUALL.ITK exists from example from 4-6 Years and you have to copy the 6-7 Years BOUALL.ITK as BOUALL67.ITK, and then if only BOUALL.ITK is found use 4-6 only and if both are found open an Dialog window from ScummVM, which let you choice the the Application you want to play. | |||
** Current Workaround: ScummVM's detection is aware of these two versions, so you can one directory and copy both CD contents into one Folder and you can choice between 4-6 Years and 6-7 Years from the ScummVM Launcher. | |||
=== Adibou 2 === | |||
* Add Printer support | |||
* Add Microphone support | |||
* Add support for the other Applications (Music, Sciences, English) | |||
=== Fascination === | === Fascination === | ||
* Add support to the RAC file, which is used by the protection of the CD version. | * Add support to the [[RAC file]], which is used by the protection of the CD version. (not really required, the game works with extracted STKs) | ||
=== Inca 2 === | === Inca 2 === | ||
* The (hard-coded) space shooter isn't yet implemented. | * The (hard-coded) space shooter isn't yet implemented. | ||
* A few graphic glitches remain. | * A few graphic glitches remain. | ||
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=== Playtoons === | === Playtoons === | ||
* Creation tool is not working properly. | * Creation tool is not working properly. | ||
* Clicking on a word should spell it, not the first word of the sentence | * Clicking on a word should spell it, not the first word of the sentence | ||
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* Space shooter is hard-coded there, too. | * Space shooter is hard-coded there, too. | ||
* The game currently loops strangely, thanks to the faked shooter return code. | * The game currently loops strangely, thanks to the faked shooter return code. | ||
* Make the Segmented VMD resources working | |||
=== Urban Runner === | === Urban Runner === | ||
* | * When mousing over the register in the hotel action sequence, the inventory pops up. | ||
* Corrupt encoded frames in videos are skipped or masked by original interpreter. Need to do the same. | |||
** Most of these are now detected and corrected masked, but three cases still remain as of 2011-04-26: | |||
*** < 1sec white glitch in video triggered when Max approaches Door in Basement ("mxport2"). | |||
* | *** ~1sec white glitch in video as Adda escapes from warehouse. | ||
*** Large red/orange glitch in Inspector Van Dell video shown after Max complete Pool Hall entry ("sn6"). |
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