Difference between revisions of "SCI/TODO"

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997 bytes removed ,  21:12, 15 July 2010
lsl1 casino door, lsl6 tram and qfg1 vga gate all squashed now :P
(added lsl1 casino door to vm issues)
(lsl1 casino door, lsl6 tram and qfg1 vga gate all squashed now :P)
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* Island Dr. Brain/wii exclusive(?): when being in the first puzzle room, going to menu doesn't really work on Wii. The menu is visible for around 0.1 seconds and then disappears automatically - caused by MoveCursor not setting cursor - needs to get further investigated
* Island Dr. Brain/wii exclusive(?): when being in the first puzzle room, going to menu doesn't really work on Wii. The menu is visible for around 0.1 seconds and then disappears automatically - caused by MoveCursor not setting cursor - needs to get further investigated
* KQ5: Path-walking - in the town some people "jump" around sometimes, also happens to ego in rare cases as well (sq5 right at the start when walking down)
* KQ5: Path-walking - in the town some people "jump" around sometimes, also happens to ego in rare cases as well (sq5 right at the start when walking down)
* LSL1: doors at the casino wont open. A workaround is in place till the actual issue is found. Old graphics code worked fine, because kAnimate was differently implemented. aDoorLeft::cantBeHere() is called by kDoBresen and gets 0x8000 back - like qfg1 vga gate issue
* LSL6: when peeking through the tiles, arithmetic error comes up - because cycles selector contains a pointer (ROsc script 938)
* LSL6: when peeking through the tiles, arithmetic error comes up - because cycles selector contains a pointer (ROsc script 938)
* LSL6: sometimes the tram does not stop. This is a game script issue and not an engine one, but we should still figure out what goes wrong and fix it. To make it work -> see SCI bugs
* LSL6: sometimes the tram does not stop. This is a game script issue and not an engine one, but we should still figure out what goes wrong and fix it. To make it work -> see SCI bugs
* LSL6: when standing in the way of the tram/car, it just disappears instead of standing still till you go away - may also be graphic related
* PQ2: Room 26 isn't exitable - happens if you warp from inside the car at the start into room 26 - happened to me during the game although I'm not unable to reproduce it anymore. I guess I did something differently last time.
* PQ2: Room 26 isn't exitable - happens if you warp from inside the car at the start into room 26 - happened to me during the game although I'm not unable to reproduce it anymore. I guess I did something differently last time.
* PQ3: VM goes mad when going in computer to tools / city map / plot crimes (warnings, heap issue (only valgrind/app verifier))
* PQ3: VM goes mad when going in computer to tools / city map / plot crimes (warnings, heap issue (only valgrind/app verifier))
* QFG1 EGA: when buying something from the shop and the merchant is reading at that time, it will get bought twice
* QFG1 EGA: when buying something from the shop and the merchant is reading at that time, it will get bought twice
* 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. - castleBars::cantBeHere is called and returns 0x8000, if we change that for this call everything works, but sierra sci also returns 0x8000 on that call - called from within kDoBresen! casino door is caused by the same issue
* 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.


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