Difference between revisions of "User:Buddha^"

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(Removed Currently Working On -section as its easily out of date.)
(Changed link from simply AGI/TODO to my section of AGI/TODO.)
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== ToDo ==
== ToDo ==


[[AGI/TODO|AGI engine's TODO]]
[[AGI/TODO#Buddha.5E.27s_ToDo_for_the_AGI_engine|My section of AGI engine's ToDo]]
 
* Fix priority screen showing (For debugging) in AGI256 and AGI256-2 mode
** Pretty much done, only ego's priority showing still missing
* Write documentation for AGI256 and AGI256-2 hacks
* Disable CGA rendering for AGI256 and AGI256-2 games


== Thinking about adding ==
== Thinking about adding ==

Revision as of 20:56, 10 July 2007

Buddha^
Name Kari Salminen
Team Member since 2007-04-12
Working on AGI engine
Personal webpage/BLOG -
Email kari dot salminen at gmail dot com

I am a Google Summer of Code 2007 participant working on ScummVM's AGI engine. (My GSoC 2007 application abstract)

The project diary is where I put more verbose stuff about my GSoC 2007 workings.

ToDo

My section of AGI engine's ToDo

Thinking about adding

  • Create new functionality for loading 256 color palettes (Could be aptly named AGIPAL256)
    • 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. Thinking about a similar way as as AGIPAL, but this time using shake_screen command's values 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.


Things done during GSoC 2007

2007-05-29:

  • Took screenshots for AGI games (Almost all of the officials + a couple of fanmades)
  • Made thumbs for different AGI game series
    • Example: Larry's head for the Larry series, Sarien head for the Space Quest series

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 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 (FR #657645)