Difference between revisions of "Cine/TODO"
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(another possible souce cleanup...) |
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* try to OO'ify the code (wrap the code into C++ classes where applicable/suitable) | * try to OO'ify the code (wrap the code into C++ classes where applicable/suitable) | ||
* rename functions and variables that need it | * rename functions and variables that need it | ||
* try to remove the huge switch in computeScriptStackSub, the computations performed should rely on the opcodes table setup in setupOpcodes. Maybe extend the "OpcodeProc" type to have a size field and base the "stack size" computation on it. | |||
== Bugs == | == Bugs == |
Revision as of 10:32, 7 March 2007
Status
Future Wars was completable with original cinE. Operation Stealth has gfx glitches and now crashes early.
Source Cleanup
- try to OO'ify the code (wrap the code into C++ classes where applicable/suitable)
- rename functions and variables that need it
- try to remove the huge switch in computeScriptStackSub, the computations performed should rely on the opcodes table setup in setupOpcodes. Maybe extend the "OpcodeProc" type to have a size field and base the "stack size" computation on it.
Bugs
- fix gfx layers (FW)
- alignment fixes (done ?)
- endianness fixes (done ?)
ToDo
- add support for sound effects in Amiga/Atari versions
- add support for SoundFX music modules in Amiga/Atari versions (this should be done without duplicating the existing code in cine/sfx_player.cpp, if possible)
- add support for MT32 and PC Speaker instruments in the PC SoundFX player code
- reorganize functions and variables in cine/various.cpp
- revise the way z-ordering is done
- reconsider the various memory allocations (especially the buffers for offscreen rendering)
- the original Amiga version of FW used 32 colors, allowing to display the control menu with some kind of transparency
- cleanup loading of BASESON.SND, this is just another bundle file, the existing code in part.cpp should be able to deal with it
- finish OS support (crash early in-game)
Notes
Future Wars and Operation Stealth used the first version of the engine, called Cinematique.
For Cruise for a Corpse, the engine was largely modified and doesn't have much in common with the initial version (it seems that only the resource loading/unpacking and music/sound routines have been re-used). That second version of the engine was named Cinematique Evolution.