Difference between revisions of "Tinsel/TODO"

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* (medium) Add support for both the v1 and v2, and maybe even the demo. The opcode list may require tweaking. Various ways come to mind, for example, do it like in the ScummEngine (instead of one big switch/case for opcode dispatching, use a table with member funcs, and then have multiple such tables, one for each game version).
* (medium) Add support for both the v1 and v2, and maybe even the demo. The opcode list may require tweaking. Various ways come to mind, for example, do it like in the ScummEngine (instead of one big switch/case for opcode dispatching, use a table with member funcs, and then have multiple such tables, one for each game version).
* Right now, we semi-arbitrarily assigned F5 & F7 to open the load/save dialogs (dreammaster did that to match Lure, which in turn follows the 'Sierra standard'). I (Fingolfin) would prefer if we could agree on some standard hotkeys which work in all (most/many) engines...
* Right now, we semi-arbitrarily assigned F5 & F7 to open the load/save dialogs (dreammaster did that to match Lure, which in turn follows the 'Sierra standard'). I (Fingolfin) would prefer if we could agree on some standard hotkeys which work in all (most/many) engines...
== Bugs Also in the Original ==
In the following you will find a number of bugs which actually already occur when using the original interpreter / .EXE. That is, those errors are bugs in the games themselves, not in ScummVM. Still, we sometimes are able to implement workarounds, meaning ScummVM at times works better than the original ;).
Note that neither of these lists is complete.
=== Not Yet Fixed ===
In DW1 Alchemist animation glitch (Act II). {{BugTrack|num=2807633}}