Difference between revisions of "Gob/TODO"
< Gob
Jump to navigation
Jump to search
(Demo worked ok all the time) |
(No known bugs now) |
||
Line 1: | Line 1: | ||
== Status == | == Status == | ||
Game is completable. There are occasonal minor graphical glitches. No audio except Red Book from CD version. | Game is completable. There are occasonal minor graphical glitches. No audio except Red Book from CD version. | ||
== Bugs == | == Bugs == | ||
None known | |||
== | == Long-term goals == | ||
* Convert it to C++ classes. This should be done on per-file basis. | * Convert it to C++ classes. This should be done on per-file basis. | ||
* Alignment fixes | * Alignment fixes |
Revision as of 21:53, 16 April 2005
Status
Game is completable. There are occasonal minor graphical glitches. No audio except Red Book from CD version.
Bugs
None known
Long-term goals
- Convert it to C++ classes. This should be done on per-file basis.
- Alignment fixes
File-specific tasks
gob.cpp
- Write proper game detection. (MD5-based?)
interp.cpp
- Since neither VGA nor CD versions have protection screen we may skip it in EGA version too
sound.cpp
- Has yet to be written from sound.asm
text.cpp
- This file should be removed and is not currently required for compilation but we need to inspect which variables does it set and to which values and convert them to our Config Manager. We should support all video outputs and at least PC speaker and Adlib.
util.cpp
- Get rid of rand() and use RandomSource
video.cpp
- Implement pDrawLine function from the VGA driver (lvga.gdr) Is it ever used?
- Add support for other rendering modes (EGA/CGA/Hercules) lega.gdr, l360.gdr, lcga.gdr