Difference between revisions of "Cine/TODO"

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m (Cine TODO moved to Cine/TODO: subpage)
(updated TODO, added some minor notes)
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== Status ==
== Status ==
Future Wars was completable with original cinE. Operation Stealth has gfx glitches and now crashes early,
Future Wars was completable with original cinE. Operation Stealth has gfx glitches and now crashes early.


== Source Cleanup ==
== Source Cleanup ==
Line 11: Line 11:
* endianness fixes (done ?)
* endianness fixes (done ?)


== Features ==
== ToDo ==
* add support for sound effects in Amiga/Atari versions
* add support for SoundFX format music module (this should be done without duplicating the existing code in cine/sfx_player.cpp, if possible)
* add support for MT32 and PC Speaker instruments in the PC SoundFX player code
* reorganize functions and variables in cine/various.cpp
* revise the way z-ordering is done
* reconsider the various memory allocations (especially the buffers for offscreen rendering)
* the original Amiga version of FW used 32 colors, allowing to display the control menu with some kind of transparency
* cleanup loading of BASESON.SND, this is just another bundle file, the existing code in part.cpp should be able to deal with it
* finish OS support (crash early in-game)
* finish OS support (crash early in-game)
* improve memory management
 
* add support for MT-32 tracks
== Notes ==
* cleanup the BASESON.SND handling, in particular try to re-use the part loading code for that
 
Future Wars and Operation Stealth used the first version of the engine, called '''Cinematique'''.
 
For Cruise for a Corpse, the engine was largely modified and doesn't have much in common with the initial version (it seems that only the resource loading/unpacking and music/sound routines have been re-used). That second version of the engine was named '''Cinematique Evolution'''.

Revision as of 10:10, 7 March 2007

Status

Future Wars was completable with original cinE. Operation Stealth has gfx glitches and now crashes early.

Source Cleanup

  • try to OO'ify the code (wrap the code into C++ classes where applicable/suitable)
  • rename functions and variables that need it

Bugs

  • fix gfx layers (FW)
  • alignment fixes (done ?)
  • endianness fixes (done ?)

ToDo

  • add support for sound effects in Amiga/Atari versions
  • add support for SoundFX format music module (this should be done without duplicating the existing code in cine/sfx_player.cpp, if possible)
  • add support for MT32 and PC Speaker instruments in the PC SoundFX player code
  • reorganize functions and variables in cine/various.cpp
  • revise the way z-ordering is done
  • reconsider the various memory allocations (especially the buffers for offscreen rendering)
  • the original Amiga version of FW used 32 colors, allowing to display the control menu with some kind of transparency
  • cleanup loading of BASESON.SND, this is just another bundle file, the existing code in part.cpp should be able to deal with it
  • finish OS support (crash early in-game)

Notes

Future Wars and Operation Stealth used the first version of the engine, called Cinematique.

For Cruise for a Corpse, the engine was largely modified and doesn't have much in common with the initial version (it seems that only the resource loading/unpacking and music/sound routines have been re-used). That second version of the engine was named Cinematique Evolution.