Difference between revisions of "User:Buddha^"

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(Added own heading for the project diary.)
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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)]


== Project diary ==
'''I officially retired from ScummVM development on 5th of September, 2018.'''


The project diary is where I talk more verbosely about my GSoC 2007 workings.
This page is here only for archival purposes.


So if you want to read about my work during GSoC 2007 then look here:
== Google Summer of Code 2008 ==


* [[User:Buddha%5E/GSoC2007-ProjectDiary|My project diary for GSoC 2007]]
I was working on the [[Cine|Cine engine]] to add support for [[Operation Stealth|Operation Stealth]].


== ToDo ==
* [http://code.google.com/soc/2008/scummvm/appinfo.html?csaid=57978D5CF6FE58DC My GSoC 2008 application abstract]
* [http://buddhahacks.wordpress.com/ My GSoC 2008 project diary blog]


* [[AGI/TODO#Buddha.5E.27s_ToDo_for_the_AGI_engine|My section of AGI engine's ToDo]]
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]).


== Thinking about adding ==
== Google Summer of Code 2007 ==


* Create new functionality for loading 256 color palettes (Could be aptly named AGIPAL256)
During summer of 2007 I participated in the Google Summer of Code and worked on
** And possibly hack it also into AGI256-2's AGI.EXE (Would this be useful?)
ScummVM's AGI engine.


At the moment AGI256 and AGI256-2 games have a static 256 color palette, so I think this would be a nice addition.
* [http://code.google.com/soc/2007/scummvm/appinfo.html?csaid=F91A47F5BDEF4F9E My GSoC 2007 application abstract]
Thinking about a similar way as as AGIPAL, but this time using shake_screen command's values
* [[User:Buddha%5E/GSoC2007-ProjectDiary|Archive of my GSoC 2007 project diary]]
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.


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


 
* Map Apple IIGS AGI games' MIDI instruments to General Midi and/or Roland MT-32
== Things done during GSoC 2007 ==
* 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
2007-05-29:
** 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)
* Took screenshots for AGI games (Almost all of the officials + a couple of fanmades)
** Using a form of content-aware scaling and possibly somehow correcting horizontal values in scripts from 0-159 to 0-X where X <= 255
* Made thumbs for different AGI game series
* If Apple IIGS AGI games all work correctly in ScummVM then perhaps GOG could legally sell and support them using ScummVM?
** Example: Larry's head for the Larry series, Sarien head for the Space Quest series
** 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