Difference between revisions of "User:Buddha^"
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(Added TODO note about ego's priority showing still missing in AGI256(-2) mode.) |
(Added note about having made a workaround for Gold Rush's intro skipping bug #1737343.) |
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* Implemented AGI256 and AGI256-2 support into the AGI engine. | * 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 22:59, 25 June 2007
Buddha^ | ||
---|---|---|
Name | Kari Salminen | |
Team Member since | 2007-04-12 | |
Working on | AGI engine | |
Personal webpage/BLOG | - | |
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
- Fix game saving & restoring with AGI256 and AGI256-2 games
- Fix priority screen showing (For debugging) in AGI256 and AGI256-2 mode
- Pretty much done, only ego's priority showing still missing
- 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
- Disable CGA rendering for AGI256 and AGI256-2 games
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.
- WagProperty class
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 bug #1737343