Difference between revisions of "User:DrMcCoy"

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(Adding another TODO entry)
 
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== ToDo (unordered) ==
== ToDo (unordered) ==


* Gob engine
* Gob engine:
** More refactoring
*** Merge the Gob2+ pathfinding and goblins handling functions
*** Merge the map loaders
*** Merge drawing functions? And maybe even Draw and Video?
*** Cleaning up the Mult classes
** Completing A.J.'s World
** Completing A.J.'s World
** (Hard-coded) Space-shooter sequences in Inca 2 and The Last Dynasty
** (Hard-coded) Space-shooter sequences in Inca 2 and The Last Dynasty
** Urban Runner
** Addy (ADI) and Addy Junior (Adibou)
** Once Upon A Time: Abracadabra and Baba Yaga
** Fading:
*** Weird fading in Woodruff: white areas show up immediately
*** The fade speed should not be CPU-bound
 
* Gob Engine cleanup:
** Way too much access to foreign class member variables right now
** Video/Draw
*** Video_v1 and Video_v2 can be merged
*** Merge Video_v6 too? + check for true color
*** Merge Draw_* too?
*** Merge Draw with Video? Put all the low-level stuff into Surface instead
** Scenery
*** Scenery is ANI + DEC. Merge
**** Make ANIObject drawing more flexible for SEQ
** Mult
*** Mult_v1 and Mult_v2 can be merged
*** Mult is SEQ. Also needed for hard-coded games
** Sound
*** Current sound code is meh
** Global
*** Icky globals. Not good
** Goblin/Map
*** Ugly. Needs cleanup badly.
*** _v1/_v2 probably not mergable. But _v2+ classes should be
** GobEngine subclasses like Kyra?


* CoktelVideo:
* CoktelVideo:
** Abstract common drawing methods out of Imd::renderFrame() and Vmd::renderFrame()
** Changing Dither, Indeo3 and CoktelVideo so that
*** You can select the dither method
**** 8bit grayscale
**** 8bit plain (just looking up the nearest color)
***** Against a standard palette
***** Against an assigned palette
**** 8bit ordered dithering (for speed)
**** 8bit error distribution (Sierra Light) dithering
*** The 16bit GSoC code can be used
**** 16bit plain (just taking the nearest color)
**** 16bit ordered dithering (should look better)
**** 16bit error distribution (Sierra Light) dithering (should look better)
** Implement new audio handling in Addy 5 VMDs
** Implement new audio handling in Addy 5 VMDs
*** Low priority, because Addy 5 is very different, with a new script system and dBase databases
*** Low priority, because Addy 5 is very different, with a new script system and dBase databases
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*** Subsequent sound parts of type 1 are broken
*** Subsequent sound parts of type 1 are broken
*** Yet another audio compression?
*** Yet another audio compression?


== Wish list ==
== Wish list ==
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* Goblins 3 Hebrew ''-- allegedly, it crashes ScummVM (in o1_printTotText() / Draw_v2::printTotText()). If it really does, I'd need a (legitimate) copy to fix it''
* Goblins 3 Hebrew ''-- allegedly, it crashes ScummVM (in o1_printTotText() / Draw_v2::printTotText()). If it really does, I'd need a (legitimate) copy to fix it''
* Gobliins 2 Mac and/or Goblins 3 Mac ''-- Different music and fonts in the Mac versions, would be nice to have them supported''
* Gobliins 2 Mac and/or Goblins 3 Mac ''-- Different music and fonts in the Mac versions, would be nice to have them supported''
* Any and all Japanese and Korean Gob games ''-- Need to check if strings and such work

Latest revision as of 00:19, 6 July 2012

DrMcCoy
Name Sven Hesse
Team Member since 2006-01-07
Working on gob
Personal webpage/BLOG http://drmccoy.de/
Email drmccoy (at) scummvm (dot) org

ToDo (unordered)

  • Gob engine:
    • Completing A.J.'s World
    • (Hard-coded) Space-shooter sequences in Inca 2 and The Last Dynasty
    • Addy (ADI) and Addy Junior (Adibou)
    • Once Upon A Time: Abracadabra and Baba Yaga
    • Fading:
      • Weird fading in Woodruff: white areas show up immediately
      • The fade speed should not be CPU-bound
  • Gob Engine cleanup:
    • Way too much access to foreign class member variables right now
    • Video/Draw
      • Video_v1 and Video_v2 can be merged
      • Merge Video_v6 too? + check for true color
      • Merge Draw_* too?
      • Merge Draw with Video? Put all the low-level stuff into Surface instead
    • Scenery
      • Scenery is ANI + DEC. Merge
        • Make ANIObject drawing more flexible for SEQ
    • Mult
      • Mult_v1 and Mult_v2 can be merged
      • Mult is SEQ. Also needed for hard-coded games
    • Sound
      • Current sound code is meh
    • Global
      • Icky globals. Not good
    • Goblin/Map
      • Ugly. Needs cleanup badly.
      • _v1/_v2 probably not mergable. But _v2+ classes should be
    • GobEngine subclasses like Kyra?
  • CoktelVideo:
    • Implement new audio handling in Addy 5 VMDs
      • Low priority, because Addy 5 is very different, with a new script system and dBase databases
      • Sound part type 4
      • Subsequent sound parts of type 1 are broken
      • Yet another audio compression?

Wish list

  • Goblins 3 Hebrew -- allegedly, it crashes ScummVM (in o1_printTotText() / Draw_v2::printTotText()). If it really does, I'd need a (legitimate) copy to fix it
  • Gobliins 2 Mac and/or Goblins 3 Mac -- Different music and fonts in the Mac versions, would be nice to have them supported
  • Any and all Japanese and Korean Gob games -- Need to check if strings and such work