Difference between revisions of "Tony/TODO"

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(Added some game issues, in no particular order.)
(Added another note about the possible sound problem.)
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* only 555 mode is supported
* only 555 mode is supported
* It is not possible to type upper-case letters in savegame names. This is because the engine uses key codes (which make no difference between upper and lower case) and keeps track on its own when Shift is pressed. (Caps Lock doesn't work at all.) However, the _keyDown[] entries for the shift keys get cleared before the actual letter key is handled. See input.cpp and KEYPRESS() in game.cpp. This seems needlessly complicated.
* It is not possible to type upper-case letters in savegame names. This is because the engine uses key codes (which make no difference between upper and lower case) and keeps track on its own when Shift is pressed. (Caps Lock doesn't work at all.) However, the _keyDown[] entries for the shift keys get cleared before the actual letter key is handled. See input.cpp and KEYPRESS() in game.cpp. This seems needlessly complicated.
* Some sound effects seem too loud. Do they get their volumes set properly? (It's also possible that we handle volume wrong. See convertVolume() in engines/agos/sound.cpp for some notes about how DirectSound does it, for instance.)
* Some sound effects seem too loud. Do they get their volumes set properly? (It's also possible that we handle volume wrong. See convertVolume() in engines/agos/sound.cpp for some notes about how DirectSound does it, for instance.) Also, it seems that FPStream::setVolume() is sometimes (often?) called when the sound handle isn't active, so the volume isn't set. Does this cause any problems?
* The "iris" transition is slower in ScummVM than when I play the game in the original interpreter. (This makes it much more obvious that Tony doesn't appear in the sewers until after the transition has finished when falling through the floor.)
* The "iris" transition is slower in ScummVM than when I play the game in the original interpreter. (This makes it much more obvious that Tony doesn't appear in the sewers until after the transition has finished when falling through the floor.)
* Slight "pop" noise when pausing/unpausing the music by opening/closing the options dialog. Maybe in other cases as well.
* Slight "pop" noise when pausing/unpausing the music by opening/closing the options dialog. Maybe in other cases as well.

Revision as of 22:24, 2 September 2012

Following points need to be tested:

  • BE portability
  • Game stability in Russian, Polish, Czech

The engine needs the following points to be fixed / implemented:

  • only 555 mode is supported
  • It is not possible to type upper-case letters in savegame names. This is because the engine uses key codes (which make no difference between upper and lower case) and keeps track on its own when Shift is pressed. (Caps Lock doesn't work at all.) However, the _keyDown[] entries for the shift keys get cleared before the actual letter key is handled. See input.cpp and KEYPRESS() in game.cpp. This seems needlessly complicated.
  • Some sound effects seem too loud. Do they get their volumes set properly? (It's also possible that we handle volume wrong. See convertVolume() in engines/agos/sound.cpp for some notes about how DirectSound does it, for instance.) Also, it seems that FPStream::setVolume() is sometimes (often?) called when the sound handle isn't active, so the volume isn't set. Does this cause any problems?
  • The "iris" transition is slower in ScummVM than when I play the game in the original interpreter. (This makes it much more obvious that Tony doesn't appear in the sewers until after the transition has finished when falling through the floor.)
  • Slight "pop" noise when pausing/unpausing the music by opening/closing the options dialog. Maybe in other cases as well.
  • Changing the music volume doesn't seem to affect the music that's currently playing. Should it?
  • Some animations are missing, like
    • The bush should be moving when Tony changes into the costume to enter the park.
    • There should be a small cloud of dust when the children run from the clown.