view BUGS.txt @ 2:80a2761bd3a4

change DS keys (add alt. rotate)
author paulo@localhost
date Mon, 23 Mar 2009 01:19:12 -0700
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1 bug 0001: Dual Marathon gimmick
3 The keys control both a platform game (in the top window) and a
4 tetromino stacking game (in the bottom window). If you die on
5 either window, you lose.
8 bug 0002: Customizable top out behavior
9 Parity: Tetris (NES), freepuzzlearena
11 A rule can dictate that "top out" occurs when the following happens:
12 * Overlap or lock out: Entry overlapping blocks, or lock entirely
13 above ceiling (current behavior)
14 * Partial lock out: Lock with any block above ceiling
15 * Garbage out: Entry with any block above ceiling
16 * Loose block out: Lock overlapping blocks; block can be shifted
17 out of the way in some cases (like Tetris for NES)
20 bug 0003: Mode 7 style blitter for PC
21 Platform: PC
22 Parity: TOD
24 Extend blitField(LJView *) to scale and rotate the field as it's
25 being copied to the screen.
28 bug 0004: Mode 7 style blitter for GBA and DS
29 Platform: GBA
31 Extend blitField(LJView *) to calculate scaling and rotation factors
32 for each scanline, and extend other functions to start DMA.
35 bug 0005: Port Lockjaw: The Overdose (TOD)
36 Requires: 0002, 0003, 0004
37 Parity: TOD
39 TOD used Carbon Engine. I want to migrate away from Carbon Engine.
42 bug 0006: Ridin' Spinners
43 Requires: 0003, 0004
44 SRS and Infinity are turned on. If you abuse lock delay, or you make
45 a "spin triple" twist, the screen begins to spin, and the music
46 changes to a cover of "Ridin' Spinners" by Three 6 Mafia.
49 bug 0007: Improve Items gimmick
50 Requires: 0008
51 Votes: Caithness
52 Parity: Tetris DS
54 Give only one item at a time in the early stages.
57 bug 0008: Prerotated next queue
58 Parity: Tetris DS
60 Store the orientation of each piece in the next queue.
63 bug 0009: TDS 4-player worldwide simulation
64 Parity: Tetris DS
66 3/4 of the time you start it, it will play annoying music for
67 two minutes, give an 86420 error, and quit. The rest of the
68 time, it will play annoying music for between 15 seconds and
69 two minutes and then switch to Items gimmick.
72 bug 0010: Colored blocks
73 Parity: freepuzzlearena
75 In active, hold, and next, have each block store its color.
78 bug 0011: H&R Blocks scoring method
79 Parity: freepuzzlearena
81 First spotted in freepuzzlearena Tetanus. Each piece is either
82 entirely dark or entirely light. A line of all dark or all light
83 scores as 2 lines. Score for n lines with one piece is n*(n+1)*50.
86 bug 0012: Two physical keys per vkey
87 Platform: PC
89 Allow the player to set more than one key that operates a given,
90 game function, like StepMania does.
93 bug 0013: Two-player mode
94 Parity: freepuzzlearena
96 Allow two players to play at once, and allow garbage to be sent back
97 and forth.
100 bug 0014: Store and display assertion text
102 Lockjaw Engine has ljassert(). If an assertion fails, have some way
103 for front-ends to retrieve the text.
106 bug 0015: Rotation system should be array of structs
108 A single struct should describe all aspects of a rotation system.
109 The descriptions in wktables.c should be an array of structs, not
110 struct of arrays. While you're at it, extend the kick tables
111 from 5 to 8 positions.
114 bug 0016: Rotation system editor
115 Platform: PC
116 Requires: 0015
117 Votes: Needle, DIGITAL, (RA) Red Star, jujube, fnord
119 Before developing Lockjaw Engine, I described Wall Kick Explorer, an
120 editor for rotation systems. Make this.
121 * initial shift and orientation of each piece
122 * kick tables for +90deg and +270deg
124 <tepples>
125 0.44 inverts rotation systems into a format that a loader might be
126 able to produce.
129 bug 0017: Adjustable window size
130 Votes: Bloodstar
131 Resolution: Fixed in 0.42
133 The skin should control the screen resolution or the size of the
134 window. This would make camstudio recording on older PCs feasible.
137 bug 0018: Store keypress count in .ljm
139 Replays should store the number of keypresses, so that Baboo! result
140 screens are correct.
143 bug 0019: Start recording .ljm only during ARE
145 It would probably simplify the code to start a replay only during
146 entry delay. This would also allow playback to become slightly
147 more resilient to game engine changes, as the viewer would at least
148 be able to view block placements.
151 bug 0020: Option for fractional row kick
152 Parity: Tetris DX
154 Right now, a floor kick will move a piece by the minimal amount
155 needed to place a block in the correct row. This means downward
156 kicks move to the top of the row, and upward kicks move to the bottom
157 and immediately start lock delay. Other games don't do this.
158 To simulate Tetris DX properly, we need a new option:
160 Fractional floor kick
161 Unchanged
162 > Minimal move (current behavior)
163 Move to top (Tetris DX behavior)
166 bug 0021: Double buffer entire screen
167 Platform: PC
168 Votes: 4matsy
170 On some video cards, the score flashes. Double buffering the entire
171 screen, not just the well, would fix this.
174 bug 0022: Automatic exit on Vista
175 Platform: PC
176 Resolution: Fixed in 0.42
178 One machine running Windows Vista had Esc perform an immediate exit
179 rather than a pause > exit.
181 <tepples>
182 Might it have been caused by vsync() returning immediately?
183 If so, 0.42 fixes that.
186 bug 0023: Draw internal preview without clipping to well edge
187 Requires: 0020
188 Votes: 4matsy
190 Internal preview should extend outside the well if the piece is close
191 enough to the wall.
194 bug 0024: Improve garbage options
195 Votes: Bloodstar, Lardarse
196 Parity: Tetris (NES)
198 Add option for garbage density, especially for B-type
200 Garbage density
201 Half
202 Two holes
203 > One hole
205 Add option for garbage randomness (1-100)
208 bug 0025: Internet play
209 Requires: 0013
210 Votes: Bloodstar
211 Parity: Tetris DS
213 Allow sending garbage over the Internet.
216 bug 0026: FreeType font support
217 Platform: PC
218 Votes: Bloodstar
220 Use TrueType fonts instead of bitmapped fonts.
223 bug 0027: AVI export
224 Platform: PC
225 Votes: Bloodstar
226 Parity: Tetris (NES) in emulation
228 FCE Ultra and Nestopia can convert a replay to an AVI.
229 Lockjaw should too.
232 bug 0028: Game_Music_Emu music support
233 Platform: PC
234 Votes: Bloodstar
235 Parity: Tetris (NES) in emulation
237 I'd like to play nsf/sid/spc music without having to
238 convert it to .ogg first.
241 bug 0029: Height-sensitive music
242 Platform: PC
243 Votes: Bloodstar
244 Parity: Tetris (NES), Tetris (GB)
246 Tetris DX changes the music when the stack surpasses a certain
247 height. Lockjaw should too.
250 bug 0030: Music on GBA
251 Platform: GBA
252 Votes: Bloodstar
253 Parity: TOD
255 GBA has sound effects. I'd like some sort of music too. Pimpmobile?
258 bug 0031: Debrief on handhelds
259 Platform: GBA, DS
260 Votes: Bloodstar, zzo38computer
261 Resolution: Fixed in 0.43
263 PC has a result screen. I want this on GBA and DS
265 <tepples>
266 Fixed in 0.42 for DS. To get this onto the GBA, we'd have to
267 eliminate three lines of text from the result screen.
269 <tepples>
270 kesiev gave me a few ideas of how I could slim it down. Fixing.
273 bug 0032: Baboo! should force infinite lock delay
274 Votes: caffeine
276 right now, Baboo! is defined by use of 0g. it should be
277 infinite lock delay instead.
279 <tepples>
280 Why? It would add an extra keystroke to Zangi-moves.
283 bug 0033: Move all skin-related files to a folder
284 Platform: PC
285 Votes: caffeine
286 Resolution: Fixed in 0.43
288 Skin-related files should be kept together in the folder "skin".
291 bug 0034: Configure console buttons
292 Platform: PC
293 Votes: caffeine, 4matsy
294 Parity: StepMania
296 Escape to pause, [ to record, ] to play should be configurable.
298 <tepples>
299 4matsy said that MenuUp, MenuDown, MenuLeft, MenuRight,
300 MenuStart, and MenuBack also being configurable might help.
303 bug 0035: skip ready go and game over animations
304 Votes: caffeine
306 I like to kill and restart games when I make one little mistake,
307 and startingAnimation and gameOverAnimation slow me down.
308 I want to skip them, even though each is less than 2 seconds.
311 bug 0036: Skip to mistakes
312 Platform: PC
313 Votes: caffeine
315 While watching a replay, I want to skip to a piece that increases
316 the number of holes or whose active time is greater than three
317 times the average.
320 bug 0037: Hide active times in results
321 Votes: caffeine
323 The Quadra-style "active time" statistics confuse me. I want to
324 see stats based on wall time only.
327 bug 0038: Result time unit
328 Votes: caffeine
330 I'd like to control whether statistics are expressed per minute
331 or per second.
333 <tepples>
334 Why? DDR is measured in beats per minute, and gasoline engine speed
335 is measured in revolutions per minute.
338 bug 0039: More garbage options
339 Votes: Caithness
341 I want more realistic garbage.
343 <tepples>
344 In what way?
347 bug 0040: Custom speed curves
348 Votes: Caithness, caffeine, Ezzelin, zzo38computer, DIGITAL, mushroom
350 Let the user modify speed curves: for example, user should be
351 able to make rhythm speed up slower
353 <tepples>
354 0.45 introduces a new speed curve format
357 bug 0041: Saved rule sets
358 Votes: Needle, kotetsu213, jujube, DIGITAL, Rich Nagel, Deets
359 Votes: Kukuunen
360 Parity: Tetris Worlds, Heboris
362 Let the user create sets of options that override the user's
363 current options, and replace the gimmick selection screen
364 with preset selection.
366 <tepples>
367 0.42 adds scenario support for the PC. A scenario editor and
368 scenario support for handhelds will have to wait.
371 bug 0042: Release Lockjaw XLII
372 Requires: 0041
374 Lockjaw 0.42 won't be released until noticeable progress is made
375 on these issues.
377 <tepples>
378 As of Monday, January 28, 2008, scenario support is in, so Lockjaw
379 will be released the morning before the Super Bowl.
382 bug 0043: More rotation systems
383 Requires: 0016
384 Votes: herc
386 Once the rotation system editor is in place, create these:
387 * Flat-up SRS
390 bug 0044: Vanish zone
391 Platform: PC
392 Votes: DIGITAL
394 The skin should allow showing the vanish zone.
397 bug 0045: Handheld skin support
398 Platform: GBA
399 Votes: Dood77, matt_hatter83
400 Parity: TOD
402 GBA and DS should have skins too.
405 bug 0046: Pussy 20G
406 Votes: herc, DIGITAL
408 Option for moving a piece up 1 cell when shifting it,
409 counting it as a floor kick.
412 bug 0047: Pentominoes
413 Votes: Dood77, jujube, colour_thief, Lardarse
414 Parity: Bombliss
416 Add the 5-block pieces.
419 bug 0048: Bastet randomizer
420 Votes: zzo38computer
421 Parity: Abandoned Blocks
423 In bastet, AI plays each possible next piece in each
424 possible position and gives one of the worst 3.
427 bug 0049: lj-contrib as skins
428 Platform: PC
429 Votes: Rich Nagel
431 lj-contrib was written before .skin files were done.
434 bug 0050: Next above shadow (faint)
435 Platform: PC
436 Votes: cdsboy
438 Draw next above shadow, but draw it semitransparent.
441 bug 0051: Separate keys for initial actions
442 Votes: DIGITAL
444 I like initial actions, but not ARE. Can I get separate
445 keys to perform initial actions on the next piece before
446 this one locks down?
449 bug 0052: Speed graph in debrief
450 Platform: PC
451 Votes: Cubicz
452 Parity: StepMania
454 Screen 1 is results. Screen 2 is settings.
455 Why not put a speed graph on screen 3?
458 bug 0053: High score table
459 Requires: 0041
460 Votes: Cubicz, Ezzelin, Rich Nagel, Kuukunen
462 For each ruleset, keep the highest scores achieved on that
463 ruleset.
466 bug 0054: Disable ljconn
467 Platform: PC
468 Votes: kotetsu213, Needle
469 Parity: Tetris The Grand Master, The New Tetris
471 The skin should be able to turn off ljconn for falling pieces
472 (as opposed to blocks in the stack). That would improve
473 accuracy of TNT and TGM simulation.
476 bug 0055: Skin control for sound effects
477 Platform: PC
478 Votes: Cubicz, Needle
479 Parity: Lumines
481 Allow skins to specify a .dat file or set of .wav files used
482 for sound effects.
485 bug 0056: Bleep gimmick
486 Votes: Lardarse
488 Player must clear row 1, 2, 1, 3, 1, 4, 1, 5, 1, ..., 20, 1.
491 bug 0057: Bravo
492 Votes: Lardarse
493 Parity: Luminesweeper
495 Several other falling block games display "BRAVO!" or another similar
496 message when there are no blocks left in the well after a line clear,
497 and award lots of bonus points. Detect and score for this situation.
500 bug 0058: Vs. Elite garbage
501 Votes: PetitPrince
503 you get 7 garbages after random(1,7) seconds, then random(3,5)
504 garbage every random (5,20) seconds
507 bug 0059: Wall kick control for IRS
508 Votes: jagorochi
509 Parity: TGM
511 In TGM, initial rotation does not perform kicks.
512 Change the IRS option:
514 Initial rotation
515 Off: do not IRS (current behavior)
516 On, no kick: if collision, fail
517 > On: if collision, try wall kick (current behavior)
519 <tepples>
520 0.43 disallows IRS kick entirely, changing the current behavior
521 from "On" to "On, no kick", by adding a new argument to
522 doRotateLeft and doRotateRight. The change to this option (search
523 for !isFirstFrame) could be used to implement this option.
526 bug 0060: Menu background
527 Platform: PC
528 Votes: lvankeulen, Kuukunen
529 Parity: Tetris (NES)
531 The skin should specify a background image to be drawn behind
532 the menu text.
535 bug 0061: Frame stepping
536 Platform: PC
537 Votes: jagorochi
538 Parity: Tetris (NES) in emulation
540 To check the event loop for off-by-one errors that affect
541 accuracy against other games, it would be useful to be able
542 to step the game engine forward by one frame at a time.
545 bug 0062: Replay stepping by piece
546 Platform: PC
547 Votes: Lardarse
549 Pause demo playback (with well still visible) with hold button;
550 advance to next lock with rotate button
553 bug 0063: Option for goal
554 Votes: Lardarse, caffeine, Rosti LFC, fnord, M.Bison
556 Separate goal and countdown code out of gimmicks into an option,
557 controlled by LJField::goalType. Goals include none, lines,
558 level, score, time, and keys, which activate comparisons against
559 goalCount. This would obsolete many gimmicks.
562 bug 0064: Fill in missing sound effects on handhelds
563 Platform: GBA, DS
564 Votes: Lardarse
566 These sounds are missing:
567 GBA: Ready, go, countdown
568 DS: Ready, go, lose, distinct countdown
570 <tepples>
571 0.42 adds "lose" on DS
574 bug 0065: Bombliss game mode
575 Requires: 0010
576 Votes: Joshua
577 Parity: Bombliss
579 When game mode is set to Bombliss, line clears no longer remove
580 lines from the field. Instead, one block of each piece is
581 colored differently and explodes, removing blocks, when in a
582 line clear.
585 bug 0066: Dr. Mario clone
586 Requires: 0010
587 Votes: Lardarse
588 Parity: freepuzzlearena
590 You made Vitamins. Can you make domino rotation, color matching,
591 and floating garbage with fast DAS, IRS, and 20G?
594 bug 0067: Puyo clone
595 Requires: 0010
596 Votes: Lardarse
597 Parity: freepuzzlearena
599 You made a puyo clone in FPA. Can you port it to LJ?
602 bug 0068: Preload hold piece
603 Votes: Lardarse
605 Option to load a specific piece (such as I or T) into the hold box
606 at game start.
609 bug 0069: Bag with good start
610 Votes: Rosti LFC
611 Parity: Tetris The Grand Master ACE
613 Randomizer should always give a "preferred piece" (e.g. I, J, L, T)
614 first, like history does.
617 bug 0070: Small skins shouldn't hide the score
618 Votes: Rich Nagel
619 Platform: PC
621 Make wiki.skin (and other small-blkW skins) not hide the score
624 bug 0071: Preview at left
625 Votes: DIGITAL
626 Platform: PC
628 Skin should specify that the vertical preview ("Next at right")
629 can be moved to the left side of the playfield.
632 bug 0072: Volume for sfx
633 Votes: DIGITAL
634 Platform: PC
636 Skin should specify volume for sound effects, as it does for music.
639 bug 0073: Make PC use GBA options
640 Votes: jujube
641 Platform: PC
642 Resolution: Fixed in 0.43
644 Move non-GBA/DS specific code from gbaopt.c to options.c,
645 then take out everything in old_pc_options.c that isn't
646 load, save, or LJPCView related
648 <tepples>
649 0.42 takes some steps in this direction.
652 bug 0074: Macro editor
653 Votes: deepdorp
655 Make the actions performed by the macro vkeys editable.
658 bug 0075: Pattern randomizer
659 Votes: Rich Nagel
661 Allow the player to define a piece sequence, such as the Sega
662 power-on pattern, and deal that. It could replace iCheat(tm).
665 bug 0076: Skin should vary per section
666 Votes: Needle, Rich Nagel, DIGITAL
667 Parity: freepuzzlearena, Luminesweeper
669 For speed curves that have sections, it should be possible for a
670 skin to specify a background image and music for each section.
672 <Rich Nagel>
673 Option to load all skin files before the game starts, so as not to
674 make an unpredictable ARE at the start of a section.
677 bug 0077: Define conditions that trigger initial drop
678 Votes: Needle
679 Parity: Tetris The Absolute The Grand Master 2 PLUS
681 In TAP, initial hard drop and initial soft drop don't get turned on
682 in Master 900+ or in Death 0+. Find an appropriate rule for whether
683 to do initial hard drop, and document it.
686 bug 0078: Set random seed
687 Votes: Rich Nagel, colour_thief, Lardarse
688 Parity: FreeCell
690 For competition purposes, it should be possible to seed the
691 randomizer to a constant value. Note that this differs from the
692 "power on pattern" proposal of bug 0075.
695 bug 0079: Customizable speedometer sample window
696 Votes: matt_hatter83
698 The speedometer uses a sliding window of 10 pieces. Can one make it
699 shorter in options?
702 bug 0080: Portrait monitor support
703 Votes: PetitPrince
705 Skin setting to rotate the entire playfield by 90 degrees.
708 bug 0081: DTET rotation system
709 Requires: 0015
710 Votes: cdsboy, caffeine, fnord
711 Parity: DTET
713 Implement the rotation system of DTET, as described on the wiki.
714 This includes a third set of wall kick tables for each piece in each
715 rotation system for +180 (in addition to existing +90 and +270).
718 bug 0082: Paged options on PC
719 Votes: Cubicz
720 Resolution: Fixed in 0.43
722 Break the PC options menu into pages like it is on the handhelds.
725 bug 0083: Undo
726 Votes: Kuukunen
728 Press a button to take back one drop. Useful for training.
731 bug 0084: Manual entry delay
732 Votes: Kuukunen
734 Pause after each piece with game displayed. Press a button to
735 resume. Useful for training.
738 bug 0085: Forward progress lock delay reset
739 Votes: zaphod77
741 Keep track of the lowest space that this piece has fallen to.
742 A floor kick should never reset lock delay, and only a net
743 downward movement below where it was when the lock delay was
744 last reset should reset lock delay.
747 bug 0086: Carbon Engine style lock delay reset
748 Parity: TOD
750 Carbon Engine implemented lock delay as follows: When a piece
751 rotates or shifts from landed to falling, recharge one row's
752 worth of lock delay for each row that the piece moves down.
754 To implement this in Lockjaw Engine, move the piece down by
755 (lockDelay - stateTime). If the piece is less than
756 (lockDelay - stateTime) * gravity above the shadow, only add
757 (y - shadowY) / gravity to stateTime.
760 bug 0087: Blackjack randomizer framework
761 Votes: Lardarse
763 Lardarse and tepples described a language for describing randomizers
764 on tetrisconcept.com's wiki. It is called Blackjack.
767 bug 0088: Option for piece color
768 Votes: Lardarse
769 Requires: 0010
771 Once we have colors per block, add an option for piece colors,
772 which might replace the ljconnSRS vs. ljconnSega divide.
773 Skins would always be in Guideline order.
775 > Set by rotation system (current behavior)
776 SRS
777 Sega
778 Dualism (formerly H&R)
779 Shuffle (randomize at game start)
780 Super Shuffle (randomize every piece)
783 bug 0089: Long debrief lines are clipped
784 Requires: 0031
785 Votes: Lardarse, kesiev
786 Resolution: Fixed in 0.43
788 The DS doesn't have a small font, so any debrief line longer than
789 about 48 characters will get clipped. But in order to make this
790 line shorter, I need to move things around anyway.
793 bug 0089: Merge preliminary GNU/Linux support
794 Requires: 0091
795 Votes: kesiev
796 Resolution: Fixed in 0.43
798 kesiev wrote a patch to let Lockjaw work with separate read-only
799 and read-write folders, as is often the case in GNU/Linux.
800 Merge these changes.
802 <tepples>
803 kesiev's patch adds a function called 'turnslash' that turns '\' into
804 '/' in all path names. In fact, I can use this on all platforms:
805 Mac and Linux use '/' as the native path separator, and the Windows
806 API accepts it even if some legacy command-line programs do not.
808 LJVorbis_close: I must have missed that line in the ov_clear
809 documentation.
812 bug 0090: Process IRS before checking for block out
813 Votes: Kitaru
814 Parity: TGM series
815 Resolution: Fixed in 0.43
817 TGM allows the player to IRS out of a block out situation. So don't check for block out on the last frame of NEW_PIECE. Instead, check at
818 the end of the first frame (LJSND_SPAWN|LJSND_HOLD) of FALLING_PIECE.
821 bug 0091: Read-only vs. read-write directories
822 Votes: Ezzelin, kesiev
823 Resolution: Fixed in 0.43
825 Lockjaw for PC currently runs as a "portable application". But it
826 should support being installed in the same way as any other program
827 for Windows or Linux. If an empty file called "installed" is in the
828 same folder as argv[0], switch to installed mode.
830 Installed mode ignores the working directory when loading .dat,
831 .skin, .ini, etc. Instead, it loads from the save data folder
832 ($HOME/.lockjaw on Linux; %APPDATA%/Pin Eight/Lockjaw on Windows)
833 and then from the folder that contains argv[0].
835 The program would usually be installed to /opt/Lockjaw under Linux
836 or %ProgramFiles%/Lockjaw under Windows.
839 bug 0092: Option to limit IRS to 90 degrees
840 Votes: jujube
841 Parity: TGM series
843 Rotation limit
844 90 degrees
845 > Unlimited (current behavior)
847 And make Master and Death use 90 degrees.
850 bug 0093: Option to disable instant shifting
851 Parity: TGM series
853 Add an option only to scenarios that limits shifting to 1G,
854 disallowing cheating with far left, far right, DAS=Instant.
857 bug 0094: World reverse
858 Votes: jujube
859 Parity: Ti
861 Option in Game Keys to reverse rotation directions when playing
862 rotation systems that start the T flat-down (SRS, TOD M4).
865 bug 0095: Move mouse pointer out of the way
866 Votes: jujube
867 Resolution: Fixed in 0.43
869 Some players navigate Lockjaw for PC entirely with the keyboard.
870 For these people, the mouse gets in the way after it has been used
871 in Replay or Skin (or, soon, Options and Game Keys). Drop it to
872 the bottom of the window when the player goes to a screen that
873 doesn't use the mouse.
876 bug 0096: Allow options to "underride" skin settings
877 Votes: Rich Nagel
879 Allow the user to change shift sound scale, next piece position,
880 playfield position, as it was in 0.41. The game would use the
881 skin setting, or the user setting only if the skin does not specify.
884 bug 0097: Package as Windows installer
885 Requires: 0091
887 Package the Windows executable as an installer that automatically
888 puts itself in %ProgramFiles%/Lockjaw.
891 bug 0098: Reactive speed curve and scoring
892 URL: http://www.jenovachen.com/flowingames/flowtheory.htm
893 Votes: herc
895 Start with zero speed. Track the player's speed using the existing
896 speedometer code. Then once the player has dropped a few pieces,
897 start scaling up the delays and such so that entry + (20/gravity) +
898 lock delay equals the average time that the player took to place
899 a piece. Then multiply all line clear scores by the current speed.
902 bug 0100: Import old bugs
903 Parity: bugzilla.mozilla.org
905 Bring some order to the old 'todo.txt' enhancement list.