276
edits
(sq4 bug documented) |
(Trying to keep consensus on all TODO/Bug pages in the wiki) |
||
Line 2: | Line 2: | ||
= Missing Resources = | = Missing Resources = | ||
'''Not Yet Fixed''' | |||
* KQ5: After the deaf man scene, warning failed to find audio entry 9302 appears several times, 7072 comes immediately after that scene, 7065 isn't found when Cassima frees you from the prison, 9300 is not found after going through the labyrinth with her, 9301 when throwing the fish to the cat, 7068 when going through the pages of the book | |||
* 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 | ||
* LB2CD: In the police station, when asking the policeman at the front desk about the Leyendecker Museum, audio entry (290, 2, 6, 23, 5) is missing | * LB2CD: In the police station, when asking the policeman at the front desk about the Leyendecker Museum, audio entry (290, 2, 6, 23, 5) is missing | ||
= Script bugs = | = Script bugs = | ||
'''Not Yet Fixed''' | |||
* EQ1: windows have the same issues like in qfg1vga, CD is more obvious because some window placements overlap with ego (like looking at the books right in the first room) | * EQ1: windows have the same issues like in qfg1vga, CD is more obvious because some window placements overlap with ego (like looking at the books right in the first room) | ||
* LSL1: Priority issues in bathroom right at the start | * LSL1: Priority issues in bathroom right at the start | ||
* 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. Happens only in some versions! | * 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. Happens only in some versions! | ||
Line 17: | Line 19: | ||
* QFG1VGA: the left and right half-transparent window decoration on all windows doesn't work right, the transparency will show the background picture all the time | * QFG1VGA: the left and right half-transparent window decoration on all windows doesn't work right, the transparency will show the background picture all the time | ||
* QFG3: priority issue in leopard chiefs hut, walking in front of the chief makes it visible | * QFG3: priority issue in leopard chiefs hut, walking in front of the chief makes it visible | ||
'''Fixed''' | |||
* EQ1 (CD only!): The game crashes when trying to exit room 660 (closeup of the head of King Cetus) from the left or right, while trying to show a dialog that you shouldn't go that way. You need to exit the screen from the bottom to continue normally - THIS GETS PATCHED IN SCUMMVM ON-THE-FLY | |||
= Timer issues = | = Timer issues = | ||
== Codename: ICEMAN == | == Codename: ICEMAN == | ||
'''Not Yet Fixed''' | |||
* Submarine control room is too fast using normal speed throttler, special code is in place to further delay that room | * 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 | * 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 == | ||
'''Not Yet Fixed''' | |||
* 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 | |||
'''Fixed''' | |||
* 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 | * 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 | ||
== Gabriel Knight 1 == | == Gabriel Knight 1 == | ||
'''Fixed''' | |||
These issues do not occur in ScummVM, they are both patched on-the-fly. | These issues do not occur in ScummVM, they are both patched on-the-fly. | ||
Line 36: | Line 48: | ||
== Gabriel Knight 1 Demo == | == Gabriel Knight 1 Demo == | ||
'''Fixed''' | |||
* 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 | * 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 == | ||
'''Not Yet Fixed''' | |||
* 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 | ||
'''Fixed''' | |||
* 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 | * 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 == | ||
'''Fixed''' | |||
* Intro is timer dependent (typing of the title while patty walks by) - note that the "mistyping" should be noticeable | * 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) | * Wrestling is timer dependent (room 740) | ||
== Police Quest 1 == | == Police Quest 1 == | ||
'''Fixed''' | |||
* 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. | ||
Line 61: | Line 72: | ||
== Police Quest 3 == | == Police Quest 3 == | ||
'''Fixed''' | |||
* Police car is moving too fast even for 5 mph | * 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) == | ||
'''Fixed''' | |||
* Healer's bird | * Healer's bird | ||
* Weapons master fights end far too quickly | * Weapons master fights end far too quickly | ||
Line 76: | Line 85: | ||
== Space Quest 1 == | == Space Quest 1 == | ||
'''Not Yet Fixed''' | |||
* 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) | * 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) | ||
* You may need to turn game speed up to escape the droid | * You may need to turn game speed up to escape the droid | ||
'''Fixed''' | |||
* 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 - speed slider must be set fully up to avoid this, otherwise you may use newrisingsun's script patches which solve this issue - {{BugTrack|num=3036359}} | * 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 - speed slider must be set fully up to avoid this, otherwise you may use newrisingsun's script patches which solve this issue - {{BugTrack|num=3036359}} | ||
Line 89: | Line 98: | ||
== Space Quest 4 == | == Space Quest 4 == | ||
'''Not Yet Fixed''' | |||
* Right at the start, when walking upwards to the next room, Roger will immediately and automatically walk down to the previous room. This also happens in sierra sci, when running it in dos-box with max cycles. | * Right at the start, when walking upwards to the next room, Roger will immediately and automatically walk down to the previous room. This also happens in sierra sci, when running it in dos-box with max cycles. | ||
'''Fixed''' | |||
* 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. | ||
Line 102: | Line 111: | ||
== Space Quest 5 == | == Space Quest 5 == | ||
'''Fixed''' | |||
* 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]. |
edits