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Difference between revisions of "TsAGE/TODO"

338 bytes removed ,  10:37, 27 May 2011
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Removed savegame errors
(Added a possible scene 5300 bug.)
m (Removed savegame errors)
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Known hardcoded logic bugs in floppy version:
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.
* 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:
Known hardcoded logic bugs in First Wave version:
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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. (Update: This is apparently a bug in the original interpreter as well, but could perhaps be fixed in ScummVM?)
*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. (Update: This is apparently a bug in the original interpreter as well, but could perhaps be fixed in ScummVM?)
*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."
*Scene 2100: Talking to or looking at Miranda right after Seeker has been lost in the cave causes an "***I have no response.!" error. I guess that means that _globals->getFlag(59) didn't return 0 ("getflag 59" in the debugger prints 1). Forcing the flag to be 0 prints appropriate messages for the situation, but is it the condition or the value of the flag that is wrong? (The flag is set when the transmission ends and you leave scene 3700, and since that's when you find out that Seeker is lost, I'm guesing it's the test that's wrong. The flag is tested in a few others places, but those aren't necessarily wrong just because of that of course.)
*Scene 2100: Talking to or looking at Miranda right after Seeker has been lost in the cave causes an "***I have no response.!" error. I guess that means that _globals->getFlag(59) didn't return 0 ("getflag 59" in the debugger prints 1). Forcing the flag to be 0 prints appropriate messages for the situation, but is it the condition or the value of the flag that is wrong? (The flag is set when the transmission ends and you leave scene 3700, and since that's when you find out that Seeker is lost, I'm guesing it's the test that's wrong. The flag is tested in a few others places, but those aren't necessarily wrong just because of that of course.)
*Scene 5300: This may not be a bug, but if I escape this room and are recaptured (by falling into the pit again), Quinn says "Was it something I said?", etc. Is he supposed to say that every time, or just the first time I get here?
*Scene 5300: This may not be a bug, but if I escape this room and are recaptured (by falling into the pit again), Quinn says "Was it something I said?", etc. Is he supposed to say that every time, or just the first time I get here?
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