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Free in the dark TODO

Improvements

High priority

  • rename costable and dummies (cam.dummy1=DisplayedRoom?, cam.dummy3=strange offset?,cameraZoneDefTable.dummy1=room?)
  • why do camera use room x,y,z ? (with 0 it works perfectly)
  • change all unsigned to uXX?

Low priority

  • hardColStruct and sceZoneStruct are the same?
  • Detect BIG_ENDIAN
  • remove version.c and version.h
  • move many functions out of main.c
  • READ_LE_U32 is sometimes in ifdef, but there is already an ifdef in READ_LE_U32
  • loadPakToPtr and loadPak very similar?
  • what are the 10 “tailing bytes” after each file in PAK? => seems to be just margin

Crashs

Reading floors seems strange (reading camera stuff in ETAGE04 crashes)

1st zombie appears

Demo AITD1 64 bits

Thread 1 “fitd” received signal SIGSEGV, Segmentation fault. processAnimRotation (bodyPtr=bodyPtr@entry=0x7fffffffd948, bp=bp@entry=1, bx=bx@entry=15) at anim.c:261 261 short int oldRotation = (short int)animVar4;

on demo, only if 64 bits

Due to bodyPtr taken as a pointer when looking 4 bytes later? Bad fix : animBufferPtr=(u8)((u32)animBufferPtr)

When is bodyPtr filled with 32 pointers? How is it working in 64 bits?

Demo AITD1 64/32 bits : Fixed

Unsupported ZV type in copyObjectToActor if was a problem in initEngine when fixing maxObjects = 300 for AITD1. only 291 objects where read in file, I initialized 300 objects before reading

selectHero

Crash in printText(CVars[getCVarsIdx(INTRO_HERITIERE)]+1,165,5,314,194,2,15); The text is well uncompressed… No portrait drawn.

Bugs

Now that the crash is fixed, on 64 bits the walking animation starts with a teleportation…

Some 3d models are blinking.

High priority

  • Fix warnings
  • Fix crash

Low priority

  • sdlmixer not checked in configure