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== Bugs | == Bugs Found in the Original Games == | ||
= Missing Resources = | |||
= Missing | |||
* KQ6: Missing sync resource. Right at the beginning, go to bookshop and get the book that's on the table. 2nd portrait has no sync resource but audio. Windows version uses the appended sort of "raw data" for lip-sync, that's why its working there (see http://www.youtube.com/watch?v=kD6EM7v6R8Y#t=2m23s). We may possibly even create virtual sync resources out of that data, so the scripts will get it and even DOS version could work with full lip-sync. Further investigation required | * KQ6: Missing sync resource. Right at the beginning, go to bookshop and get the book that's on the table. 2nd portrait has no sync resource but audio. Windows version uses the appended sort of "raw data" for lip-sync, that's why its working there (see http://www.youtube.com/watch?v=kD6EM7v6R8Y#t=2m23s). We may possibly even create virtual sync resources out of that data, so the scripts will get it and even DOS version could work with full lip-sync. Further investigation required | ||
= Script bugs = | = Script bugs = | ||
* LSL5: Priority issues in bathroom right at the start | * LSL5: Priority issues in bathroom right at the start | ||
* LSL5: | * LSL5: During first flight Larry dreams about Patti: she is playing the piano. Strangely this isn't animated, but it is if you save/reload your game | ||
* LSL5: | * LSL5: Tramps Casino: During mud wrestling the script is using cycle counts. Currently its playable but a bit difficult to do cause its quite fast (not a bug but when changing speed throttler) | ||
* LSL5: | * LSL5: Almost at the end during last flight, one text box in the Patti conversation gets overdrawn with Patti. Happens only in German version and I guess this also happens with original interpreter. I am unable to test this easily because I would need to play through the whole game again | ||
* PQ3: day 4 at crime scene - after examining the victim Sonny's head disappears for around 0.5 seconds | * PQ3: day 4 at crime scene - after examining the victim Sonny's head disappears for around 0.5 seconds | ||
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== Codename: ICEMAN == | == Codename: ICEMAN == | ||
* | * Submarine control room is too fast using normal speed throttler, special code is in place to further delay that room | ||
* | * After placing explosive at oil rig, sometimes (?) it's going off too soon, killing you in the process - didn't happen twice in a row for me | ||
== Freddy Pharkas == | == Freddy Pharkas == | ||
* | * When watching prologue, music fading completes till the actual prologue graphic is shown - this doesn't happen in our sci, because we load resources too fast - if you switch dos-box to max cycles and try again, you will get the same issues | ||
* | * Title should scale up, in that case the scripts call kAnimate in a loop and nothing else. In our sci it seems like it wouldn't do that, where in fact we just don't display those changes because of that tight loop | ||
== Gabriel Knight 1 demo == | == Gabriel Knight 1 demo == | ||
* | * When going from some rooms to others music fading completes till the next room is shown - this doesn't happen in our sci, because we load resources too fast - if you switch DOSBox to max cycles and try again, you will get the same issues | ||
== Larry 3 == | == Larry 3 == | ||
=== Still Occur in ScummVM === | |||
* Points accumulation won't get shown on too slow machines, our sci gets detected in lsl3 as slower than pc at, so it's also not shown there | * Points accumulation won't get shown on too slow machines, our sci gets detected in lsl3 as slower than pc at, so it's also not shown there | ||
* | === Do Not Occur in ScummVM === | ||
* Push ups (room 380) are machine speed dependent. That one is calculated after the ranchy questions (room 290). Machine speed is calculated by counting cycles for 60 ticks (1 second) - working in our sci because of a workaround inside speed throttler for room 290 | |||
== Larry 5 == | == Larry 5 == | ||
These issues do not occur in ScummVM. | |||
* | |||
* | * Intro is timer dependent (typing of the title while patty walks by) - note that the "mistyping" should be noticeable | ||
* Wrestling is timer dependent (room 740) | |||
== Police Quest 1 == | == Police Quest 1 == | ||
It is currently unknown if any of those occur in ScummVM. | |||
* The game freezes after arresting kid (Victor Simms) for possession of narcotics and escorting him out of Bert's Park. | * The game freezes after arresting kid (Victor Simms) for possession of narcotics and escorting him out of Bert's Park. | ||
* The game locks up after the drug deal in the park. | * The game locks up after the drug deal in the park. | ||
== Police Quest 3 == | == Police Quest 3 == | ||
These issues do not occur in ScummVM. | |||
* | |||
* Police car is moving too fast even for 5 mph | |||
* No exit/exit signs for police station, mall or freeway | * No exit/exit signs for police station, mall or freeway | ||
== Quest For Glory 1 (VGA) == | == Quest For Glory 1 (VGA) == | ||
It is currently unknown if any of those occur in ScummVM. | |||
* Healer's bird | * Healer's bird | ||
* Weapons master fights end far too quickly | * Weapons master fights end far too quickly | ||
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== Space Quest 1 == | == Space Quest 1 == | ||
* | === Still Occur in ScummVM === | ||
* After entering the ship with your robot, you will see the timepod shortly fully and then it will start appearing - it's a script issue that seems to occur on faster machines even in dos-box - setting a breakpoint on robotIntoShip::changeState "solves" it. (Timing is controlled by cycleCnt in Beg::init and Beg::nextCel) | |||
=== Do Not Occur in ScummVM === | |||
* In the Arcada, you'll notice the screen is shaking and shaking. And it should (every once in a while). Your ship is under attack, remember?!? But on faster computers, it just won't stop. And that's incredibly annoying. | * In the Arcada, you'll notice the screen is shaking and shaking. And it should (every once in a while). Your ship is under attack, remember?!? But on faster computers, it just won't stop. And that's incredibly annoying. | ||
* You will dehydrate in the desert way too soon. A message will pop up almost immediately when you've landed, telling you you need to drink. You'll die of thirst before you can even think of exploring the planet. | * You will dehydrate in the desert way too soon. A message will pop up almost immediately when you've landed, telling you you need to drink. You'll die of thirst before you can even think of exploring the planet. | ||
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== Space Quest 4 == | == Space Quest 4 == | ||
These issues do not occur in ScummVM. | |||
* When Roger enters a screen where the "droid-0-death" can/will appear, it will come almost immediately. It will be very hard to get the rope, the unstable ordinance, the PocketPal and to hide yourself from this droid, not to mention successfully entering the sewer grate. The biggest problem is, of course, that the game doesn't give you any time to explore and look around carefully because you're too occupied escaping the droid. The droid should not appear for at least a full minute. | * When Roger enters a screen where the "droid-0-death" can/will appear, it will come almost immediately. It will be very hard to get the rope, the unstable ordinance, the PocketPal and to hide yourself from this droid, not to mention successfully entering the sewer grate. The biggest problem is, of course, that the game doesn't give you any time to explore and look around carefully because you're too occupied escaping the droid. The droid should not appear for at least a full minute. | ||
* Boarding the transport shuttle on the streets of Xenon is almost impossible. The Sequel Police are already standing there, waiting to kill you. When playing the game on a slower computer, the Sequel Police will only appear after some seconds, giving you enough time to examine the shuttle and to enter the landing gear compartment. | * Boarding the transport shuttle on the streets of Xenon is almost impossible. The Sequel Police are already standing there, waiting to kill you. When playing the game on a slower computer, the Sequel Police will only appear after some seconds, giving you enough time to examine the shuttle and to enter the landing gear compartment. | ||
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== Space Quest 5 == | == Space Quest 5 == | ||
It is currently unknown if any of those occur in ScummVM. | |||
* As far as I know, the only timer problem in Space Quest 5 is the EVA scene were you need to rescue Cliffy with the pod. The controls are very hard to handle because the ship moves too fast. Normally, this puzzle is already very hard. Not only is it already fast, but you have little fuel. This puzzle requires some mouse skills, so don't whine if it doesn't work right from the start. | * As far as I know, the only timer problem in Space Quest 5 is the EVA scene were you need to rescue Cliffy with the pod. The controls are very hard to handle because the ship moves too fast. Normally, this puzzle is already very hard. Not only is it already fast, but you have little fuel. This puzzle requires some mouse skills, so don't whine if it doesn't work right from the start. | ||
* I've spotted some small animation problems, most notably the GradeMaster 2000 sequence. Maybe some scrolling screens effects are eliminated by timer problems, but so far I haven't found any. | * I've spotted some small animation problems, most notably the GradeMaster 2000 sequence. Maybe some scrolling screens effects are eliminated by timer problems, but so far I haven't found any. | ||
Note: SQ1/SQ4/SQ5 were taken from [http://www.spacequest.net/misc/timerissues/ spacequest.net] and can also be found at [http://spacequest.wikia.com/wiki/Technical_Solutions the Space Quest wiki], PQ1, PQ3 and QfG1VGA were taken from [http://www.sierrahelp.com sierrahelp.com]. | Note: SQ1/SQ4/SQ5 were taken from [http://www.spacequest.net/misc/timerissues/ spacequest.net] and can also be found at [http://spacequest.wikia.com/wiki/Technical_Solutions the Space Quest wiki], PQ1, PQ3 and QfG1VGA were taken from [http://www.sierrahelp.com sierrahelp.com]. |
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