Difference between revisions of "User:Buddha^"

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(Added comment for fixing priority screen showing in AGI256(-2) mode.)
(Update TODO)
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* Fix priority screen showing (For debugging) in AGI256 and AGI256-2 mode
* Fix priority screen showing (For debugging) in AGI256 and AGI256-2 mode
* Write documentation for AGI256 and AGI256-2 hacks
* Write documentation for AGI256 and AGI256-2 hacks
* Talk to Sev about the possibility of closing the [http://sourceforge.net/tracker/index.php?func=detail&aid=558412&group_id=24759&atid=382573 AGI256 feature request]
* Clean up obsolete console color code from AGI engine
* Clean up obsolete console color code from AGI engine
* Fix [http://sourceforge.net/tracker/index.php?func=detail&aid=1737343&group_id=37116&atid=418820 bug #1737343] "GOLDRUSH: no intro after trivia"
* Fix [http://sourceforge.net/tracker/index.php?func=detail&aid=1737343&group_id=37116&atid=418820 bug #1737343] "GOLDRUSH: no intro after trivia"
* Also possibly look into other AGI related bugs
** darkfiber is possibly already looking into this


== Thinking about adding ==
== Thinking about adding ==

Revision as of 11:51, 25 June 2007

Buddha^
Name Kari Salminen
Team Member since 2007-04-12
Working on AGI engine
Personal webpage/BLOG -
Email kari dot salminen at gmail dot com

I am a Google Summer of Code 2007 participant working on ScummVM's AGI engine. (My GSoC 2007 application abstract)

The project diary is where I put more verbose stuff about my GSoC 2007 workings.

ToDo

AGI engine's TODO

  • Fix game saving & restoring with AGI256 and AGI256-2 games
  • Fix priority screen showing (For debugging) in AGI256 and AGI256-2 mode
  • Write documentation for AGI256 and AGI256-2 hacks
  • Clean up obsolete console color code from AGI engine
  • Fix bug #1737343 "GOLDRUSH: no intro after trivia"
    • darkfiber is possibly already looking into this

Thinking about adding

  • Create new functionality for loading 256 color palettes (Could be aptly named AGIPAL256)
    • And possibly hack it also into AGI256-2's AGI.EXE (Would this be useful?)

At the moment AGI256 and AGI256-2 games have a static 256 color palette, so I think this would be a nice addition. Thinking about a similar way as as AGIPAL, but this time using shake_screen command's values 110+ and using filenames like pal256.110 etc.

Currently working on (Last updated on 2007-06-21)

Got AGI256 and AGI256-2 support done just now, haven't decided yet what to do next.

Things done during GSoC 2007

2007-05-29:

  • Took screenshots for AGI games (Almost all of the officials + a couple of fanmades)
  • Made thumbs for different AGI game series
    • Example: Larry's head for the Larry series, Sarien head for the Space Quest series

2007-06-06:

  • Implemented classes for loading and parsing WinAGI's *.wag files
    • WagProperty class
      • Encapsulates a single property from a *.wag file (It usually has several in it).
    • WagFileParser class
      • Loads and parses a *.wag file into WagProperty objects.

2007-06-08:

  • Finished the current implementation of fallback detection for the AGI engine.
    • This now uses WinAGI's *.wag file parsing as a part in its detection routine.

2007-06-21:

  • Implemented AGI256 and AGI256-2 support into the AGI engine.