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== IHNM ToDos == | == IHNM ToDos == | ||
* ['''Important'''] Implement sfScriptGotoScene differences for IHNM. For example, when a wrong monitor is selected with Ted, normally the door closes, screen goes black and AM says "Oh oh oh sorry Ted, try again", and we're taken to the character selection screen again. ScummVM just exits, because this case is currently not handled by sfScriptGotoScene yet | * ['''Important'''] Implement sfScriptGotoScene differences for IHNM. For example, when a wrong monitor is selected with Ted, normally the door closes, screen goes black and AM says "Oh oh oh sorry Ted, try again", and we're taken to the character selection screen again. ScummVM just exits, because this case is currently not handled by sfScriptGotoScene yet | ||
* ['''Important'''] The whiskey is not present on the bar shelf in the honky-tonk | |||
* When doing a good deed which raises the spiritual barometer (e.g. when Gorrister is wiping his hands on the tablecloth), the music should change to a more "light" theme. This is not happening in ScummVM | * When doing a good deed which raises the spiritual barometer (e.g. when Gorrister is wiping his hands on the tablecloth), the music should change to a more "light" theme. This is not happening in ScummVM | ||
* Stepzone format seems to be changed or no stepzones exist in IHNM | * Stepzone format seems to be changed or no stepzones exist in IHNM | ||
* When trying to climb up the stairs to the second floor of the zeppelin with Gorrister, the game tries to disable the hitzone of the tear at the end of the corridor, however the hitzone returned is wrong. Currently, the hitzone is not disabled using a hack in the code, which makes the staircase work correctly in that room, thus preventing a crash. Also, the tear should originally be a stitching that the player can rip open with the knife, thus making a tear | * When trying to climb up the stairs to the second floor of the zeppelin with Gorrister, the game tries to disable the hitzone of the tear at the end of the corridor, however the hitzone returned is wrong. Currently, the hitzone is not disabled using a hack in the code, which makes the staircase work correctly in that room, thus preventing a crash. Also, the tear should originally be a stitching that the player can rip open with the knife, thus making a tear | ||
* Some in-game animations are not shown: in the screen just outside the tear, where Gorrister's heart is, when trying to pick up the heart with the rope placed, there should be an animation where Gorrister is picking up his heart, which is not shown in ScummVM | * Some in-game animations are not shown in ScummVM: | ||
** in the screen just outside the tear, where Gorrister's heart is, when trying to pick up the heart with the rope placed, there should be an animation where Gorrister is picking up his heart, which is not shown in ScummVM | |||
** when using the knife on an air bag, there should be an animation where the bag is losing gas | |||
** the zeppelin landing animation is not shown | |||
* Conversation options are not shown correctly (wrong colors). This is noticeable with Nimdok, when talking to the prisoner. Also, if a conversation option is selected, the character does not say it and we immediately jump to the other character's reply instead | * Conversation options are not shown correctly (wrong colors). This is noticeable with Nimdok, when talking to the prisoner. Also, if a conversation option is selected, the character does not say it and we immediately jump to the other character's reply instead | ||
* Psychic Profile display. Underlying variables seem to be deciphered. | * Psychic Profile display. Underlying variables seem to be deciphered. | ||
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* sfPlaceActor throws a "Wrong frameOffset 0x1" warning when using the knife to scare the mice away in the kitchen with Gorrister | * sfPlaceActor throws a "Wrong frameOffset 0x1" warning when using the knife to scare the mice away in the kitchen with Gorrister | ||
* After the introduction, during the character selection screen, 5 warnings are thrown (Frame List ID = 0 for actor index 0,1,2,3,9). This happens at other places, too | * After the introduction, during the character selection screen, 5 warnings are thrown (Frame List ID = 0 for actor index 0,1,2,3,9). This happens at other places, too | ||
* After chapter selection AM has intro speech. After the speech, the actor is incorrectly shown for a brief moment. In the original, the screen colors get garbled momentarily, so this seems to be an issue with the scripts in the original game, albeit it affects ScummVM in a different manner | * After chapter selection AM has intro speech. After the speech, the actor is incorrectly shown for a brief moment. In the original, the screen colors get garbled momentarily, so this seems to be an issue with the scripts in the original game, albeit it affects ScummVM in a different manner | ||
* It seems that depth image isn't correct. Different format? | * It seems that depth image isn't correct. Different format? | ||
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* Pathfinding algorithm bugs: When walking with Benny from the forest to the caves, the actor can't find the path properly. Also, when clicking on a cave entrance with Ben, he starts walking to the cave and then moves a step back, thus he can't enter it. If the user clicks on the lower left of each cave (or other spots around the cave entrance), Ben enters the cave correctly | * Pathfinding algorithm bugs: When walking with Benny from the forest to the caves, the actor can't find the path properly. Also, when clicking on a cave entrance with Ben, he starts walking to the cave and then moves a step back, thus he can't enter it. If the user clicks on the lower left of each cave (or other spots around the cave entrance), Ben enters the cave correctly | ||
* Implement several missing script functions (e.g. sfScriptFade, sfScriptStartVideo, sfScriptReturnFromVideo, sfScriptEndVideo etc) | * Implement several missing script functions (e.g. sfScriptFade, sfScriptStartVideo, sfScriptReturnFromVideo, sfScriptEndVideo etc) | ||
* Using the jukebox in the honky-tonk changes "use" to "use with". Perhaps an issue with whichObject() | |||
edits