Difference between revisions of "SCUMM/TODO"
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Revision as of 14:55, 1 September 2008
General TODO
- Make it possible to restart games properly
- Possibly implement a new resource manager, which then also could be shared by ScummEX. [Jamieson has some ideas about this].
- Figure out the resource types in the Turbografx/PC Engine version of Loom
- Add support for music and sound effects in the Apple II version of Maniac Mansion
- Add support for music and sound effects in the Commodore 64 versions of Maniac Mansion and Zak McKracken
- Add support for music and sound effects in the Macintosh version of Loom
- Add support for TFMX music format in Amiga version of Monkey Island 1 Check http://www.wotsit.org/search.asp?s=TFMX and http://freshmeat.net/projects/tfmx-play/ for music format details
- Add support for handling Kanji in FM-Towns games (foreground is rendered on a second plane at 640x480), text uses Shift_JIS encoding [implementation now that currently depends on font rom, not needing the rom would be preferable]
- Clean up class Gdi. This class right now mostly is about decoding various graphic formats. However some other functionality has crept into it, too. It would be nice if class Gdi would only contain the GFX decoding code, and nothing else (assuming that is feasible w/o too much trouble). OTOH, the code which is responsible for managing virtual screens, rendering virtual screens to the real display etc. could be grouped into a new class (e.g. VSManager or so).
- Reduce kMD5FileSizeLimit from 1MB to e.g. 80 kb (this will force us to recompute the MD5 for the mac bundles, but hopefully nothing else)
- ADLIB: There seems to be some loop/repeat mechanism in old Adlib sound effects that we do not handle. This thread has some discussion, and recordings. Two good examples are the door opening sound in Indy 3 and Monkey Island 1 (floppy), and the typewriter sound in Indy 3.
- ADLIB: We don't handle (global) music volume changes for adlib sounds in older SCUMM games. See bug #1159581.
- Add support for non-interactive demo of Monkey Island 2. This can be done either by hacking the SCUMM loop and adding code to parse the existing 'demo.rec' file and re-injecting events in the event loop. Another possible approach would be to "specialize" the (future) events recording/playback code to deal with the original SPUTM .rec files.
SCUMM V0
SCUMM NES
HE games
- see HE Progress status
- see HE 16bits Support