Difference between revisions of "AGI/TODO"
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(Revised my TODO.) |
(Added suggestion about accurate white noise emulation for PCjr sound.) |
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* Custom picture/view/cel-dependent palettes | * Custom picture/view/cel-dependent palettes | ||
** Example: Darken the backgrounds, lighten the ego and objects. | ** Example: Darken the backgrounds, lighten the ego and objects. | ||
* Accurate white noise emulation for PCjr sound | |||
** Could make use of [http://web.inter.nl.net/users/J.Kortink/home/articles/sn76489/index.htm John Kortink's reverse engineering effort] | |||
=== Completely Wishful Thinking === | === Completely Wishful Thinking === | ||
* Support for AGI v2.001 + v1 PC-Disk images (The biggest bar to entry is really working out how the executable knows where files 'map' to on disk, the fileformats are the same, so its just working out how the game knows Sector X, head Y, Track D is the start of File Q). | * Support for AGI v2.001 + v1 PC-Disk images (The biggest bar to entry is really working out how the executable knows where files 'map' to on disk, the fileformats are the same, so its just working out how the game knows Sector X, head Y, Track D is the start of File Q). |
Revision as of 14:33, 14 August 2007
Main ToDo items
Features
- Better game detection code. NAGI approach with inheritable settings seems to be nice. Direct MD5 approach will not always work, i.e. we have to have a good fallback, so zillions of fan-made games could work as is. (in progress ?). Fallback should be pretty simple, there are only two known versions of logic compiler (one old one outputs 2.440, all the current AGI Editors do 2.917).
- Improve save/load management
- Better objectify
- Finish Apple IIgs sound support
- Better compatibility. NAGI is known to be more stable
Buddha^'s ToDo for the AGI engine
- Finish the implementation of Apple IIGS sound support
- Disable CGA rendering for AGI256 and AGI256-2 games
- Write documentation for AGI256 and AGI256-2 hacks
- Overally done, implementation details probably need some tidying up
- Fix priority screen showing (For debugging) in AGI256 and AGI256-2 mode
- Pretty much done, only ego's priority showing still missing.
And some items that I'm not currently working on but they're here so I don't totally forget about them:
- Add GUI-stuff to AGI fallback detector
- Add only at first run on-screen warning (with OK button) where user will be invited submit his game to us ("Please, submit your game to ScummVM Team")
- Finish sev's fallback detector changes
- Implement some simple .ini file supplement
- Add fanmade.ini file support
- Move most of fanmade games to separate external file (An ini-file with more features than WinAGI's wag-files + md5s)?
- Implement some simple .ini file supplement
- Add parsing of WORDS.TOK to AGI's predictive input (Don't just use the pred.dic that comes with ScummVM)
- Would make it impossible to have missing words in a game (Think about new fangames)
Future
From Sarien Bugs and requests
- Hercules mode (?)
- CGA RGB rendering mode FR #438410
- Mac mono mode (?)
- Finish Apple IIgs music support
- MIDI music FR #439547
NAGI features
First thing to consider is that NAGI has X11 license.
- Hercules fonts (suggestion is at Sarien FR #607641)
- Generic AGI version detector
- Check Tandy emulator
- Apple II palette
Features that'd be nice to have
- Custom picture/view/cel-dependent palettes
- Example: Darken the backgrounds, lighten the ego and objects.
- Accurate white noise emulation for PCjr sound
- Could make use of John Kortink's reverse engineering effort
Completely Wishful Thinking
- Support for AGI v2.001 + v1 PC-Disk images (The biggest bar to entry is really working out how the executable knows where files 'map' to on disk, the fileformats are the same, so its just working out how the game knows Sector X, head Y, Track D is the start of File Q).