Difference between revisions of "User:Buddha^"

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{{User|
{{User|
handle=Buddha^|
handle=Buddha^|
        name=Kari Salminen|
name=Kari Salminen|
memberSince=2007-04-12|
memberSince=2007-04-12 (Retired)|
        workingOn=[[AGI|AGI engine]]|
workingOn=[[AGI|AGI]] and [[Cine|Cine]] engines (Retired)|
email=kari dot salminen at gmail dot com
blog=[http://buddhahacks.wordpress.com/ blog]|
email=-
}}
}}


I am a Google Summer of Code 2007 participant working on ScummVM's AGI engine.
= Retired =
[http://code.google.com/soc/scummvm/appinfo.html?csaid=F91A47F5BDEF4F9E (My GSoC 2007 application abstract)]


The project diary is where I put more verbose stuff about my GSoC 2007 workings.
'''I officially retired from ScummVM development on 5th of September, 2018.'''


* [[User:Buddha%5E/GSoC2007-ProjectDiary|My project diary for GSoC 2007]]
This page is here only for archival purposes.


== ToDo ==
== Google Summer of Code 2008 ==


[[AGI/TODO|AGI engine's TODO]]
I was working on the [[Cine|Cine engine]] to add support for [[Operation Stealth|Operation Stealth]].


* Fix priority screen showing (For debugging) in AGI256 and AGI256-2 mode
* [http://code.google.com/soc/2008/scummvm/appinfo.html?csaid=57978D5CF6FE58DC My GSoC 2008 application abstract]
** Pretty much done, only ego's priority showing still missing
* [http://buddhahacks.wordpress.com/ My GSoC 2008 project diary blog]
* Write documentation for AGI256 and AGI256-2 hacks
* Disable CGA rendering for AGI256 and AGI256-2 games


== Thinking about adding ==
Operation Stealth isn't officially supported as of 2018-09-05 but according to digitall it is completable with graphical glitches (See forum [http://forums.scummvm.org/viewtopic.php?t=14362 thread] and Cine-engine's [http://wiki.scummvm.org/index.php/Cine/TODO TODO]).


* Create new functionality for loading 256 color palettes (Could be aptly named AGIPAL256)
== Google Summer of Code 2007 ==
** 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.
During summer of 2007 I participated in the Google Summer of Code and worked on
Thinking about a similar way as as AGIPAL, but this time using shake_screen command's values
ScummVM's AGI engine.
110+ and using filenames like pal256.110 etc. Or another way would be to add a palette into the end
of an AGI256 picture resource and setting that as the current palette when loading the picture resource.


* [http://code.google.com/soc/2007/scummvm/appinfo.html?csaid=F91A47F5BDEF4F9E My GSoC 2007 application abstract]
* [[User:Buddha%5E/GSoC2007-ProjectDiary|Archive of my GSoC 2007 project diary]]


== Final development ideas for [[AGI|AGI]] ==


== Things done during GSoC 2007 ==
* Map Apple IIGS AGI games' MIDI instruments to General Midi and/or Roland MT-32
 
* Add option for always adding Slow/Normal/Fast/Fastest to AGI games' menus
2007-05-29:
** This isn't present e.g. in Apple IIGS version of Black Cauldron
 
** Do the scripts only add speed controls if vComputer isn't AppleIIGS?
* Took screenshots for AGI games (Almost all of the officials + a couple of fanmades)
* Do some ''funky'' stuff to convert AGI games to support different aspects ratios besides 320:200 (e.g. 16:9 or 21:9)
* Made thumbs for different AGI game series
** Using a form of content-aware scaling and possibly somehow correcting horizontal values in scripts from 0-159 to 0-X where X <= 255
** Example: Larry's head for the Larry series, Sarien head for the Space Quest series
* If Apple IIGS AGI games all work correctly in ScummVM then perhaps GOG could legally sell and support them using ScummVM?
 
** This way more people could be made aware of the most aurally advanced (Including MIDI and samples) AGI game versions i.e. the Apple IIGS versions
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.
 
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 [http://sourceforge.net/tracker/index.php?func=detail&aid=1737343&group_id=37116&atid=418820 bug #1737343]
 
2007-06-26:
 
* Fixed game saving & restoring with AGI256 and AGI256-2 games
 
2007-07-10:
 
* Implemented support for Amiga-style colored options ([http://sourceforge.net/tracker/index.php?func=detail&aid=657645&group_id=24759&atid=382573 FR #657645])

Latest revision as of 20:11, 5 September 2018

Buddha^
Name Kari Salminen
Team Member since 2007-04-12 (Retired)
Working on AGI and Cine engines (Retired)
Personal webpage/BLOG blog
Email -

Retired

I officially retired from ScummVM development on 5th of September, 2018.

This page is here only for archival purposes.

Google Summer of Code 2008

I was working on the Cine engine to add support for Operation Stealth.

Operation Stealth isn't officially supported as of 2018-09-05 but according to digitall it is completable with graphical glitches (See forum thread and Cine-engine's TODO).

Google Summer of Code 2007

During summer of 2007 I participated in the Google Summer of Code and worked on ScummVM's AGI engine.

Final development ideas for AGI

  • Map Apple IIGS AGI games' MIDI instruments to General Midi and/or Roland MT-32
  • Add option for always adding Slow/Normal/Fast/Fastest to AGI games' menus
    • This isn't present e.g. in Apple IIGS version of Black Cauldron
    • Do the scripts only add speed controls if vComputer isn't AppleIIGS?
  • Do some funky stuff to convert AGI games to support different aspects ratios besides 320:200 (e.g. 16:9 or 21:9)
    • Using a form of content-aware scaling and possibly somehow correcting horizontal values in scripts from 0-159 to 0-X where X <= 255
  • If Apple IIGS AGI games all work correctly in ScummVM then perhaps GOG could legally sell and support them using ScummVM?
    • This way more people could be made aware of the most aurally advanced (Including MIDI and samples) AGI game versions i.e. the Apple IIGS versions