Difference between revisions of "TsAGE/TODO"

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(Added minor scene 4100 glitch.)
(Added scene 4025 issue.)
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*Scene 4000 (or maybe 4045): If you tell the chief to show you the Tech, Miranda will say "Quinn, it's a simple force field regulator", even if she's not in the room with you because she's stuck with Rock.
*Scene 4000 (or maybe 4045): If you tell the chief to show you the Tech, Miranda will say "Quinn, it's a simple force field regulator", even if she's not in the room with you because she's stuck with Rock.
*Scene 4100: If you enter from scene 4150 (the sleeping chamber/kitchen), and Rock is already passed out from the ale, the mouse cursor will stay invisible until you click the mouse.
*Scene 4100: If you enter from scene 4150 (the sleeping chamber/kitchen), and Rock is already passed out from the ale, the mouse cursor will stay invisible until you click the mouse.
*Scene 4025: Trying to save while looking at the "Tech" triggers an assertion: "engines/tsage/saveload.cpp:76: void tSage::Serializer::syncPointer(tSage::SavedObject**, Common::Serializer::Version, Common::Serializer::Version): Assertion `idx > 0' failed."


Game status:
Game status:

Revision as of 15:19, 22 May 2011

This is a list of things that still need to be handled properly for the Ringworld game:

  • Add sound support
    • Adlib
    • Sound Blaster
    • Midi (MT-32)

Known engine bugs:

  • There's a Valgrind warning in SceneObject::removeObject() about _visage being undefined when it tests for it. ("Conditional jump or move depends on uninitialised value(s)".
  • The start play / introduction dialog looks a bit different in DOSBox than it does in ScummVM. It's positioned slightly different, the "Introduction" button has a different border (default button, perhaps?), and when clicked the button goes black, not red.
  • In DOSBox, the button remains selected unless I move the mouse entirely off the button. (Should be fixed now, but the fix is a bit hackish.)
  • Quitting the game while the inventory dialog is open generates a failed assertion.

Known hardcoded logic bugs in floppy version:

  • In scene #6100, the Rocks occasionally get drawn on-screen over-sized at the very bottom of the screen. This is most easily noticable by navigating into a sunflower.
  • Restoring a savegame in scene2320 results in a crash whenever the lift is used

Known hardcoded logic bugs in First Wave version:

  • Scene 2320: When Quinn picks the arms, there a priority glitch (to be verified)
  • Scene 6100: At the end, texts are not skippable, it looks wrong (to be verified)

Known hardcoded logic bugs in CD version:

  • Scene 2320: If you try to activate the flycycle, it will appear but Quinn will say "Too bad you don't have time to take it out for a spin right now." and then the game becomes unresponsive. I'm guessing that there is a missing call to enableAction(), possibly in Action1::signal() or Action4::signal() since both those functions are being called a couple of times during the animation.
  • Scene 2100: If you sit down at Quinn's console and then get back up again, his walk animation gets screwed up until you leave the scene.
  • Scene 4000 (or maybe 4045): If you tell the chief to show you the Tech, Miranda will say "Quinn, it's a simple force field regulator", even if she's not in the room with you because she's stuck with Rock.
  • Scene 4100: If you enter from scene 4150 (the sleeping chamber/kitchen), and Rock is already passed out from the ale, the mouse cursor will stay invisible until you click the mouse.
  • Scene 4025: Trying to save while looking at the "Tech" triggers an assertion: "engines/tsage/saveload.cpp:76: void tSage::Serializer::syncPointer(tSage::SavedObject**, Common::Serializer::Version, Common::Serializer::Version): Assertion `idx > 0' failed."

Game status:

  • Floppy version: Completable.
  • First wave version: Completable.
  • CD version: status unknown