Difference between revisions of "User:Buddha^"

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(Added more thoughts about how to implement AGIPAL256.)
(Updated TODO.)
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{{User|
{{User|
handle=Buddha^|
handle=Buddha^|
        name=Kari Salminen|
name=Kari Salminen|
memberSince=2007-04-12|
memberSince=2007-04-12|
        workingOn=[[AGI|AGI engine]]|
workingOn=[[AGI|AGI]] and [[Cine|Cine]] engines|
email=kari dot salminen at gmail dot com
blog=[http://buddhahacks.wordpress.com/ blog]|
email=buddha AT scummvm DOT org
}}
}}


I am a Google Summer of Code 2007 participant working on ScummVM's AGI engine.
== Google Summer of Code 2008 ==
[http://code.google.com/soc/scummvm/appinfo.html?csaid=F91A47F5BDEF4F9E (My GSoC 2007 application abstract)]


The project diary is where I put more verbose stuff about my GSoC 2007 workings.
I'll be working on the [[Cine|Cine engine]] to add support for [[Operation Stealth|Operation Stealth]].


* [[User:Buddha%5E/GSoC2007-ProjectDiary|My project diary for GSoC 2007]]
* [http://code.google.com/soc/2008/scummvm/appinfo.html?csaid=57978D5CF6FE58DC My GSoC 2008 application abstract]
* [http://buddhahacks.wordpress.com/ My GSoC 2008 project diary blog]


== ToDo ==
== Google Summer of Code 2007 ==


[[AGI/TODO|AGI engine's TODO]]
During summer of 2007 I participated in the Google Summer of Code and worked on
ScummVM's AGI engine.


* Fix game saving & restoring with AGI256 and AGI256-2 games
* [http://code.google.com/soc/2007/scummvm/appinfo.html?csaid=F91A47F5BDEF4F9E My GSoC 2007 application abstract]
* Fix priority screen showing (For debugging) in AGI256 and AGI256-2 mode
* [[User:Buddha%5E/GSoC2007-ProjectDiary|Archive of my GSoC 2007 project diary]]
** Pretty much done, only ego's priority showing still missing
* Write documentation for AGI256 and AGI256-2 hacks
* Disable CGA rendering for AGI256 and AGI256-2 games


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


* Create new functionality for loading 256 color palettes (Could be aptly named AGIPAL256)
=== Main ToDo items ===
** 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.
* Revamp Cine's rendering classes (FWRenderer and OSRenderer)
Thinking about a similar way as as AGIPAL, but this time using shake_screen command's values
** Palette handling could possibly be combined between FW and OS
110+ and using filenames like pal256.110 etc. Or another way would be to add a palette into the end
** Collision page should map to 9th background in OS but it currently doesn't
of an AGI256 picture resource and setting that as the current palette when loading the picture resource.
*** This is actually why the doors aren't revolving in OS's labyrinth arcade sequence
* Add support for [[Operation Stealth|Operation Stealth]] to the [[Cine|Cine engine]]
* Fix [[AGI|AGI]] related bugs
* Finish Apple IIGS sound support for the [[AGI|AGI engine]]
* Add support for loading .INI files to the AGI engine ([https://sourceforge.net/tracker/index.php?func=detail&aid=1881179&group_id=37116&atid=418823 FR #1881179])
* Add support for more than 10 savegames to the [[Cine|Cine engine]]


== Currently working on (Last updated on 2007-06-21) ==
=== Minor ToDo items ===


Got AGI256 and AGI256-2 support done just now,
* Update [http://wiki.scummvm.org/index.php/Datafiles#AGI info on AGI datafiles] to include Apple IIGS related files etc
haven't decided yet what to do next.
* Disable CGA rendering for AGI256 and AGI256-2 games
 
* Add priority drawing for cels in AGI256 and AGI256-2 mode
== Things done during GSoC 2007 ==
* Check if saving & restoring in AGI games is broken when using the 2 argument version of adj.ego.move.to.x.y-command
 
* Add 'restart game' functionality to the Cine engine
2007-05-29:
* Add saving of script names to Operation Stealth's savegames to ease debugging
 
* 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.
 
2007-06-25:
 
* Made a workaround for Gold Rush's intro skipping [http://sourceforge.net/tracker/index.php?func=detail&aid=1737343&group_id=37116&atid=418820 bug #1737343]

Revision as of 21:43, 12 November 2008

Buddha^
Name Kari Salminen
Team Member since 2007-04-12
Working on AGI and Cine engines
Personal webpage/BLOG blog
Email buddha AT scummvm DOT org

Google Summer of Code 2008

I'll be working on the Cine engine to add support for Operation Stealth.

Google Summer of Code 2007

During summer of 2007 I participated in the Google Summer of Code and worked on ScummVM's AGI engine.

ToDo

Main ToDo items

  • Revamp Cine's rendering classes (FWRenderer and OSRenderer)
    • Palette handling could possibly be combined between FW and OS
    • Collision page should map to 9th background in OS but it currently doesn't
      • This is actually why the doors aren't revolving in OS's labyrinth arcade sequence
  • Add support for Operation Stealth to the Cine engine
  • Fix AGI related bugs
  • Finish Apple IIGS sound support for the AGI engine
  • Add support for loading .INI files to the AGI engine (FR #1881179)
  • Add support for more than 10 savegames to the Cine engine

Minor ToDo items

  • Update info on AGI datafiles to include Apple IIGS related files etc
  • Disable CGA rendering for AGI256 and AGI256-2 games
  • Add priority drawing for cels in AGI256 and AGI256-2 mode
  • Check if saving & restoring in AGI games is broken when using the 2 argument version of adj.ego.move.to.x.y-command
  • Add 'restart game' functionality to the Cine engine
  • Add saving of script names to Operation Stealth's savegames to ease debugging