mirror of
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140 lines
3.6 KiB
Plaintext
140 lines
3.6 KiB
Plaintext
KNOWN BUGS
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+ The bounding box for the button in the fireplace should probably be at least
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two pixels higher, it's hard to hit
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+ For the white page, in the actual game the dock switch you possibly have
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to toggle it at least once before the door opens
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(currently if it's down and the rest up it's auto open)
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+ Maybe not fixable, but at the cabin if you open the door then you can't
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exit to the south
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+ During the mysterium playthrough, the machine rebooted when going up
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the steps in stoneship, not sure why
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+ Would be nice someday if we could speedrun w/o having to swap disks
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(though for humor value it's fun)
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mockingboard on IIc?
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Need to set the values in detect so it's detected
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with that though it instantly blazes through the song, as if sei isn't
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working. unclear why
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For release 1.0
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+ QLOAD
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+ LOADER
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+ MIST
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-- open door to clock puzzle?
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-- another stop on path to spaceship. Out of room though :(
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-- MIST_ROCKET_PATH_PAD probably missing ship-raised background
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-- (reported by user) the generator entrance/path just shows
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open hand icon so it's unclear you can take the path in
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addition to entering the generator. Not much we can
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do about that with the current engine though
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+ OCTAGON
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-- animation on the fireplace opening/closing
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-- load "red page" sound clip into LC and play it?
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-- show "burnt" books if click on non-avail book
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-- adjust grabbing of actual books
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-- longer speeches from brothers, most notably the
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page 5 speeches and ending
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+ SELENA
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-- load 1s clip of sounds (4k each) into language card?
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+ STONEY
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-- allow coming at steps from an angle
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+ CHANNEL
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-- from path can still see down elev1 even if up
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-- rotate windmill if enabled?
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+ ARBOR
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-- rotate windmill if enabled?
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-- missing treehouses
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-- can look down elevator1 shaft if not there
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+ NIBEL
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-- turn on sprite crop in the viewer part
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[harder to do this than you might think]
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+ MECHE
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-- animations for elevator
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-- way to turn around in basement
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-- make rotation more similar to actual game?
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+ SUB
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Done:
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+ CABIN
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+ DENTIST
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+ DNI
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+ MIST_TITLE
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+ SHIP
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+ VIEWER
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-- real game can erase message?
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================================
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TODO Maybe future:
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MIST:
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+ look at catherine's letter from other side of path
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+ Make clock puzzle more similar to actual game
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OCTAGON:
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+ in tower could have extra window open/closed far backgrounds(?)
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+ turning when looking at hint loses the text mode
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+ line drawing on map isn't optimal
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+ should hints be black on white text?
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General:
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+ Insert floppy #100 joke?
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+ double link noise (once when leave, once when get there?)
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+ can drop pages back where we picked them up
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not too hard to implement?
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MECHE age:
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+ can poke around more stuff in their rooms
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+ reduce size by using flipped-background attribute(?)
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SELENA age:
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+ optional mockingboard sound for keyboard?
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+ sound
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5 sound effects (not digital samples)
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maybe not bother with aiming antennas, but sum button plays
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if switch been pushed
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filler sounds for others?
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+ antenna compartment should open/close when you click on it
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+ better colors
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Channelwood:
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+ Windmill animation
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+ Animation for bridge rising
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+ Animation for pipe extending
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+ Animation for book elevator
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+ Animation for level1 elevator
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+ Animation for level2 elevator
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+ Background sound effects
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Stoneship age:
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+ When standing at door to lighthouse should be able
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to see trunk is up
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+ Spheres in red room should play animations
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Ending:
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+ Atrus at end -- hires?
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VIEWER
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+ ?
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CABIN
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+ Make match go out gradually when leave
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+ Make boiler puzzle a bit closer to actual (it has a warm up
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time in the real game)
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+ Allow looking down from whole ride up the tree, not just at top
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