TsAGE/TODO

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< TsAGE
Revision as of 16:22, 7 May 2011 by Strangerke (talk | contribs) (Add another bug in scene 7000)
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This is a list of things that still need to be handled properly for the Ringworld game:

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

Known engine bugs:

  • Scene 4301: Broken savegames : "Unknown class name 'PaletteRotation' encountered trying to restore savegame!"
  • Scene 7600: The ship should be reduced to a single pixel when approaching the floating fortress. It's currently not visible, (most likely rounded to 0 pixel).
  • During a cutscene, if ScummVM loses focus then has focus, the cursor is displayed instead of staying hidden.
  • When F5 is pressed, ScummVM seems to consider that CTRL is pressed, so typing a 's' generates a savegame.

Known hardcoded logic bugs in floppy version:

  • Scene 5000: during the initial animation, it seems that Quinn is behind Seeker then is suddenly in front. It look bad, to be verified.
  • Scene 5100: When the flesheaters are surrounding Quinn, they move EXTREMELY fast
  • Scene 6100: The probe commands seem a bit broken: you can't go straight forward (always turning in a direction) and only on direction is available (either left, or right, but not both). It's still completable, though

Known hardcoded logic bugs in First Wave version:

  • Scene 4000: priority bug when characters enter the screen
  • Scene 4045: When Quinn takes the peg, it goes back to the previous room. Priority issue + he doesn't go to the previous room
  • Scene 5000: The hotspot used to go to scene 5100 doesn't work (Blocker!)
  • Scene 5200: The hotspot used to go to scene 5100 doesn't work (Blocker!)
  • Scene 6100: At the end, texts are not skippable, it looks wrong (to be verified)
  • Scene 7000: When the ship is landing, the reactor fire is at the wrong place
  • Scene 7000: It's not possible to walk to the ship, missing hotspot?

Floppy version is now completable. First wave version: Playable until scene 5000 CD version: status unknown