Difference between revisions of "Gob/TODO"
< Gob
Jump to navigation
Jump to search
Eriktorbjorn (talk | contribs) (Updated) |
(Update status) |
||
Line 1: | Line 1: | ||
== Status == | == Status == | ||
Game is completable. | Game is completable. Autodetection is missing | ||
== Long-term goals == | == Long-term goals == | ||
Line 15: | Line 12: | ||
=== interp.cpp === | === interp.cpp === | ||
* Since neither VGA nor CD versions have protection screen we may skip it in EGA version too | * Since neither VGA nor CD versions have protection screen we may skip it in EGA version too | ||
=== text.cpp === | === text.cpp === |
Revision as of 16:02, 6 May 2005
Status
Game is completable. Autodetection is missing
Long-term goals
- Convert it to C++ classes. This should be done on per-file basis.
- Alignment fixes
File-specific tasks
gob.cpp
- Write proper game detection. MD5-based. Should watch first 100k (?) of intro.stk for all gob games and demos
interp.cpp
- Since neither VGA nor CD versions have protection screen we may skip it in EGA version too
text.cpp
- This file should be removed and is not currently required for compilation but we need to inspect which variables does it set and to which values and convert them to our Config Manager. We should support all video outputs and at least PC speaker and Adlib.
video.cpp
- Implement pDrawLine function from the VGA driver (lvga.gdr) Is it ever used?
- Add support for other rendering modes (EGA/CGA/Hercules) lega.gdr, l360.gdr, lcga.gdr