Open main menu

Difference between revisions of "SCI/TODO"

208 bytes added ,  15:45, 15 July 2010
more info on gate
(added more info on qfg1vga gate)
(more info on gate)
Line 101: Line 101:
* QFG1 VGA: When winning any random monster fight, the game uses the unimplemented kMergePoly function. This means that the hero can walk over the bodies of slain enemies (though it's a purely cosmetic issue)
* QFG1 VGA: When winning any random monster fight, the game uses the unimplemented kMergePoly function. This means that the hero can walk over the bodies of slain enemies (though it's a purely cosmetic issue)
* QFG1 VGA: when the guard is asked to rise the gate, ego is able to pass through, but the gate isn't actually raised in any way. Sound effect isn't even playing. No warnings. Needs to get further investigated. - script 37, openGate::changeState(4) is called, which starts the moving and the sound and immediately afterwards (5) is called which stops the sound.
* QFG1 VGA: when the guard is asked to rise the gate, ego is able to pass through, but the gate isn't actually raised in any way. Sound effect isn't even playing. No warnings. Needs to get further investigated. - script 37, openGate::changeState(4) is called, which starts the moving and the sound and immediately afterwards (5) is called which stops the sound.
changestate(4) calls castleBars::ignoreActors[FUNCT](0000:0001), castleBars::startUpd[FUNCT](), castleBars::setLoop[FUNCT](0000:0007), castleBars::setMotion[FUNCT](0009:05d5, 0000:00a2, 0000:0062, 002f:1d55)
* QFG1 VGA: ending music isn't played at all. no sound calls are done, so I guess it's VM.
* QFG1 VGA: ending music isn't played at all. no sound calls are done, so I guess it's VM.


1,119

edits