diff --git a/sc2/TODO b/sc2/TODO index 80ed6b041..1eafcd36c 100644 --- a/sc2/TODO +++ b/sc2/TODO @@ -40,8 +40,6 @@ Glitches (don't crash the game, medium priority): was on. - savegames created in a game from debug and release compiles are not interchangable -- discolouring of progress slider in commander discussion after having just - killed the Ilwrath ship (related to colormap problem) - momentary slowdown of scrolling in hyperspace about once per second You can see this if you look very closely, or increase the resolution of the frame counter to 10 times per second and start with -ttl. @@ -49,17 +47,14 @@ Glitches (don't crash the game, medium priority): but are hideously scrambled when you're trying to buy them. - Shipyard is using the PC background but the 3DO layout. - Shipyard's PC background is not animating. -- When selling biological data to the Melnorme, the palette for your SIS - display is scrambled (related to colormap problem) -- QuasiSpace coloration is off - the shinies and your ship are red instead - of blackish (related to colormap problem) -- Colormaps aka. palette support doesn't work like it should, because some - important data was lost when 3do .ani were converted to .pcx - - Only solution is to parse 3do ani files again, add the missing byte - which indicates what colormap entry each image should use - - At the same time, we should prolly remove hotspot etc. information from - pcx files and instead add them to new text-based ani files where colormap - entry will also be stored +- Palette is probably corrupted on some things + - Because not all 3DO colormap entries map correctly to png files + (those images originate from pc version? or converted badly? etc) + - Most can be fixed by changing colormap_index to -1 from + *.ani, *.sml, *.med, *.big files where corrupted image is listed, so + it only uses png file's palette and not 3DO one (prevents palette + effects from working, though) + - See doc/devel/aniformat - When landing to planet surface, crossfaded image is wrong compared to landing position (and so 'flashes' when crossfade ends) - Flashing rects aren't perhaps always exactly the size of actual 3do version,