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(Update, grouped the TODOs, changed the status of IHNM) |
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== Status == | == Status == | ||
ITE is completable with rare minor gfx glitches. | ITE is completable with rare minor gfx glitches.<br> | ||
IHNM shows complete intro | IHNM shows complete intro. Also, chapter 1 (Gorrister) is completeable with full points but has some glitches | ||
== IHNM ToDos == | == IHNM ToDos == | ||
* ['''Important'''] Implement sfScriptGotoScene differences for IHNM | |||
* | === General === | ||
* ['''Important'''] Implement sfScriptGotoScene differences for IHNM, which will allow to go back to the character selection screen once a chapter is complete | |||
* Implement several missing script functions (e.g. sfScriptFade, sfScriptStartVideo, sfScriptReturnFromVideo, sfScriptEndVideo etc) and functions (e.g. restoreScreen) | |||
* 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 | ||
* Conversation options are not shown correctly (wrong colors). 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) | |||
* Psychic Profile display. Underlying variables seem to be deciphered. | * Psychic Profile display. Underlying variables seem to be deciphered. | ||
* Actor walking speed is not correct (It's better now, but is it right yet? Calculations should be the same, and it seems to be similar to the otiginal running under DOSBox) | * Actor walking speed is not correct (It's better now, but is it right yet? Calculations should be the same, and it seems to be similar to the otiginal running under DOSBox) | ||
* | * 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 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 | ||
* It seems that depth image isn't correct. Different format? | * It seems that depth image isn't correct. Different format? | ||
* Options panel shows up without textures on the buttons and some options are not functioning yet (e.g. the load/save dialogs) | * Options panel shows up without textures on the buttons and some options are not functioning yet (e.g. the load/save dialogs) | ||
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* Implement saving and loading | * Implement saving and loading | ||
* The way that verbs are assigned internally is ugly and needs to be cleaned up | * The way that verbs are assigned internally is ugly and needs to be cleaned up | ||
* Characters can get stuck in environmental objects (might be because of mistakes in actor animation). E.g. Gorrister can get stuck in the corridor railings | * Characters can get stuck in environmental objects (might be because of mistakes in actor animation). E.g. Gorrister can get stuck in the corridor railings | ||
* | * only numbers 1-4 on the keyboard are working to select a converse option, the rest are only selectable with the mouse | ||
* | * when the spiritual barometer changes, the character's portrait changes to "happy" or "sad", but the background color is updated after moving to another screen | ||
* Actor::getActorFrameRange keeps throwing wrong frametypes 0x0 and 0x2 for actorId 0x2000 and 0x2001 during character selection | |||
=== Chapter 1: Gorrister === | |||
* When flushing the toilet, the door is moved to a weird spot (looks like a line above the toilet stall) | |||
* The hatch inside the zeppelin is not drawn correctly | |||
* 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. | |||
* 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 | |||
These and many other animations are not shown because of the unimplemented sfScriptStartVideo() and sfScriptReturnFromVideo() opcodes | |||
* sfPlaceActor throws a "Wrong frameOffset 0x1" warning when using the knife to scare the mice away in the kitchen | |||
* Using the jukebox in the honky-tonk changes "use" to "use with". Perhaps an issue with whichObject() | * Using the jukebox in the honky-tonk changes "use" to "use with". Perhaps an issue with whichObject() | ||
* Looking at the cages in the zeppelin's engine room can cause ScummVM to crash | * Looking at the cages in the zeppelin's engine room can cause ScummVM to crash | ||
* If you look outside the porthole in the room where the gun is (Gorrister's chapter, exit starting room, go left and enter the right door), the screen will change, showing the ship's engine. However, after the animation is complete, the scene diesn't update properly to show the room again, and it shows the last frame of the engine animation instead. This occurs because of the unimplemented parts of Anim::returnFromCutaway(), in particular the missing restoreScene() function | |||
=== Chapter 2: Ellen === | |||
* Ellen's walking animation is not showing at all | |||
* When Ellen is selected at the character selection screen and while AM is talking to her, she should have a different expression in her portrait, which changes once she gets zapped outside the pyramid. Her portrait is static in ScummVM | |||
=== Chapter 3: Benny === | |||
* 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 | |||
=== Chapter 4: Nimdok === | |||
* When Nimdok enters the hospital at the beginning of the chapter and talks with the other doctor, the text of their dialog goes off screen | |||
=== Chapter 5: Ted === | |||
* 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 | |||
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