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TODO
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TODO
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BUGS
====
* When leaving the treehouse, there's a glitch in the graphics
* In the first room, thidney appears before the teleport animation (maybe
having the welcoming screens can fix that)
* Some actions (e.g. the donut) distinguish between a click and a "held" click.
Maybe it should be implemented.
* Clicking on items in the inventory does a "button press" effect that depends
on how long the left click is pressed. The original behaves differently if
it's a short or long click. The current implementation only has a "short
click" which doesn't show the effect nicely.
* Executing donut actions while walking will move thidney to the old position
and make the cursor disappear (until right-click).
* don't try showing "loading" icon while narrator subtitles are on.
* narrator subtitles disappear when the audio stops, even before they finish scrolling.
* kom/cutsconv/bst/bst01g0.smk seems corrupt - check if original game falls back to playing the .flc
* Crash while standing in place in room 63, and an orc attacks you:
(gdb) bt
#2 0x00007f741884010e in __assert_fail_base (fmt=<optimized out>, assertion=0x7f7410fea616 "targetBox != -1", file=0x7f7410fea626 "engines/kom/character.cpp", line=<optimized out>, function=<optimized out>) at assert.c:94
#3 0x00007f74188401b2 in __GI___assert_fail (assertion=0x7f7410fea616 "targetBox != -1", file=0x7f7410fea626 "engines/kom/character.cpp", line=82, function=0x7f7410fea640 "void Kom::Character::moveChar(bool)") at assert.c:103
#4 0x00007f7410fc2129 in Kom::Character::moveChar (this=0x2980c08, param=true) at engines/kom/character.cpp:79
#5 0x00007f7410fdc006 in Kom::Game::loopMove (this=0x28b48c0) at engines/kom/game.cpp:1147
#6 0x00007f7410fb6bbd in Kom::KomEngine::gameLoop (this=0x1f06ee0) at engines/kom/kom.cpp:244
#7 0x00007f7410fb65a0 in Kom::KomEngine::run (this=0x1f06ee0) at engines/kom/kom.cpp:154
#8 0x00000000004d2180 in runGame (plugin=0x1f04750, system=..., edebuglevels=...) at base/main.cpp:225
#9 0x00000000004d0e0c in scummvm_main (argc=2, argv=0x7ffff3d3a7d8) at base/main.cpp:451
#10 0x00000000004cfa5c in main (argc=2, argv=0x7ffff3d3a7d8) at backends/platform/sdl/posix/posix-main.cpp:45
(gdb) frame 4
#4 0x00007f7410fc2129 in Kom::Character::moveChar (this=0x2980c08, param=true) at engines/kom/character.cpp:79
79 targetBox = _vm->database()->whatBox(_lastLocation, _gotoX, _gotoY);
(gdb) print _id
$1 = 0
(gdb) print _lastLocation
$2 = 63
(gdb) print _gotoX
$3 = 427
(gdb) print _gotoY
$4 = 176
(gdb) p targetBox
$5 = -1
* zoom buffer coords are wrong in conversations
* Using cabbage spell on ferryman while idle anim is playing gets him stuck in idle anim instead of being a cabbage
* Bug in original: After using a weapon on the elf guard (room 27), hotspots are broken until right-clicking to drop the weapon
MISSING FEATURES
================
* Pause support, GMM - <http://wiki.scummvm.org/index.php/Advanced_Engine_Features#Improved_pause_support>
* Switch to AdvancedDetector
* Graphics transaction extension - <http://article.gmane.org/gmane.games.devel.scummvm/4619>
TODO?
=====
* Rewrite the video player to not use getPixel(), by inheriting and using performPostProcessing
* hide the room loading in blank screen at the end of smk playback? (related to playerStruct+5Eh?)