Difference between revisions of "Gob/TODO"

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== Status ==
== Status ==
Gobliiins 1, Gobliins 2, Goblins 3, The Prophecy and Bargon Attack are completable.
* Gobliiins 1, Gobliins 2, Goblins 3, The Prophecy and Bargon Attack are completable.
* Woodruff starts, the intro plays and the scripts enter the main loops. Woodruff himself isn't handled correctly.
* Lost in Time is playable, perhaps even completable. Title doesn't show.
* A.J's World is playable. Saving anything doesn't work, plus minor glitches.
* Inca II starts and is playable, but hangs when a space shooter sequence should start.


== Show stoppers ==
== Port-specific problems ==
* Alignment fixes (done?)
* Goblins 3: Broken scrolling on SymbianOS. Game is '''not completable'''. [http://forums.scummvm.org/viewtopic.php?t=4064 (Forum Post)]
* Goblins 3 CD: Crash on each character close-up on the PSP and Dreamcast. Game is '''not completable'''. [http://sourceforge.net/tracker/?func=detail&aid=1742029&group_id=37116&atid=418820 (#1742029)]


== Bugs, glitches and ToDos ==
== Bugs, glitches and ToDos ==
=== Script bugs ===
=== Script bugs ===
* Vivalzart: After putting the mushroom in the machine, leaving the room yields another mushroom in the inventory. Letting Winkle use that one with the machine locks him up
* Gobliins 2: Leaving Vivalzart's screen and returning after putting the mushroom into the machine yields another mushroom in the inventory. Letting Winkle use that one with the machine locks him up.
* Graphical glitch when loading a save made on the Bargon bridge after transforming self in Bargon Attack (the original actor appears as well)
* Bargon Attack: Graphical glitch when loading a save made on the Bargon bridge after transforming self (the original actor appears as well).


=== General ===
=== General ===
* Mouse cursor sometimes shown when it shouldn't and vice versa (introduced when I changed it to use the CursorManager; my solution isn't all that great, apparently)
* Mouse cursor sometimes shown when it shouldn't and vice versa. (Introduced when I changed cursor handling to the CursorManager; my solution isn't all that great, apparently.)
* Gobliins 2's interactive demo isn't working: The timing is off and the cursor often isn't shown [http://sourceforge.net/tracker/?func=detail&aid=1622850&group_id=37116&atid=418820 (#1622850)]
* The number of used jokers isn't saved correctly: you'll always have 5 to spend again after loading. This is a result of using individual files for each save slot and letting the user exit with CTRL-Q (the number of jokers is saved globally for the whole game and only when exiting using the menu).
* The number of used jokers isn't saved correctly. You'll always have 5 to spend again after loading. This is a result of using individual files for each save slot and letting the user exit with CTRL-Q (the number of jokers is saved globally for the whole game and only when exiting using the menu).


=== Sound ===
=== Sound ===
* Wrong speaker sound when putting away items in Ween on some machines
* Ween: Wrong speaker sound when putting away items on some machines.
 
=== Video ===
* VMD: Videos with 16bit sound have occasional broken sound frames, especially in the initial buffers fill. I seem to use the wrong initial samples for the DPCM-decoding.
* VMD: No stereo sound.


== File-specific tasks ==
== File-specific tasks ==
=== video.cpp ===
=== video.cpp ===
* Add support for other rendering modes (EGA/CGA/Hercules) lega.gdr, l360.gdr, lcga.gdr
* Add support for other rendering modes (EGA/CGA/Hercules) lega.gdr, l360.gdr, lcga.gdr.


=== music.cpp ===
=== music.cpp ===
* The Gobliins 2 intro music has broken percussions. The stand-alone player plays it correctly, so it's either a bug I introduced or a bug in the AdLib emulator.
* Gobliins 2: The intro music has broken percussions. The stand-alone player plays it correctly, so it's either a bug I introduced or a bug in the AdLib emulator.
* musmac1.adl from Gobliiins Mac version isn't played correctly at all
* Gobliiins Mac: musmac1.adl isn't played correctly at all.
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