Difference between revisions of "Gob/TODO"
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(Two bugs are fixed) |
(Update several issues, describe new bugs) |
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* All structs directly mapped to memory that are not trivially replaced (such as 'scen_animations'). Currently use (or should use - this is still WIP) READ_LE_* functions to read most member variables which are known to be in LE format and only read from - NOT written to. Later, when the data is hopefully converted to native format during loading, these READ_LE_* calls should obviously go. | * All structs directly mapped to memory that are not trivially replaced (such as 'scen_animations'). Currently use (or should use - this is still WIP) READ_LE_* functions to read most member variables which are known to be in LE format and only read from - NOT written to. Later, when the data is hopefully converted to native format during loading, these READ_LE_* calls should obviously go. | ||
== | == Bugs == | ||
* | * It hangs on "please wait" screen in EGA version when screen is completed or switched by code | ||
* Keyboard input is buggy as some keypressed get ignored. Particularly noticeable when entering screen code | |||
* When game calls delay() screen doesn't get redrawn. Noticeable at "please wait" screen and especially cutscenes (try screen #5 FTWKFEN) | |||
* Demo doesn't handle last screen properly. It hangs instead of printing ordering info | * Demo doesn't handle last screen properly. It hangs instead of printing ordering info | ||
== Main and long-term goals == | == Main and long-term goals == | ||
Line 65: | Line 24: | ||
=== gob.cpp === | === gob.cpp === | ||
* Write proper game detection. (MD5-based?) | * Write proper game detection. (MD5-based?) | ||
=== interp.cpp === | |||
* Since neither VGA nor CD versions have protection screen we may skip it in EGA version too | |||
=== map.cpp === | === map.cpp === | ||
Line 71: | Line 33: | ||
=== sound.cpp === | === sound.cpp === | ||
* Has yet to be written from sound.asm | * Has yet to be written from sound.asm | ||
* Support Red Book audio in CD versions | |||
=== text.cpp === | === text.cpp === | ||
Line 80: | Line 43: | ||
=== video.cpp === | === video.cpp === | ||
'''Assignee:''' JoostP is working on these | '''Assignee:''' JoostP is working on these | ||
* Implement <strike>pDrawSprite</strike>, <strike>pFillRect</strike>, pDrawLine, <strike>pPutPixel</strike>, <strike>pDrawletter</strike>, pDrawPackedSprite functions from the VGA driver (lvga.gdr) | * Implement <strike>pDrawSprite</strike>, <strike>pFillRect</strike>, pDrawLine, <strike>pPutPixel</strike>, <strike>pDrawletter</strike>, <strike>pDrawPackedSprite</strike> functions from the VGA driver (lvga.gdr) | ||
* Add support for other rendering modes (EGA/CGA/Hercules) lega.gdr, l360.gdr, lcga.gdr | |||
* Add support for other rendering modes (EGA/CGA/Hercules) |
Revision as of 22:11, 11 April 2005
Status
Game is completable. There are occasonal minor graphical glitches. The code is not endian-safe, JoostP is looking into this as time permits.
Problematic places
- map_loadDataFromAvo() in map.cpp. These are plain calls to memcpy() so all read data is not endian safe and moreover it could read wrong size if sizeof(structure) is used in length calcualtion. All structures should be unwind, i,e, read element by element and FROM_LE_XX wraps applied.
- data_readData(). Same as above.
- int32 *gob_curGobStateVarPtr and all gob_*Ptr variables. They all map directly into data, and have to be fixed.
- All structs directly mapped to memory that are not trivially replaced (such as 'scen_animations'). Currently use (or should use - this is still WIP) READ_LE_* functions to read most member variables which are known to be in LE format and only read from - NOT written to. Later, when the data is hopefully converted to native format during loading, these READ_LE_* calls should obviously go.
Bugs
- It hangs on "please wait" screen in EGA version when screen is completed or switched by code
- Keyboard input is buggy as some keypressed get ignored. Particularly noticeable when entering screen code
- When game calls delay() screen doesn't get redrawn. Noticeable at "please wait" screen and especially cutscenes (try screen #5 FTWKFEN)
- Demo doesn't handle last screen properly. It hangs instead of printing ordering info
Main and long-term goals
- Convert it to C++ classes. This should be done on per-file basis and keep in mind that we should make it to resemble original code al little as possible.
- Endianness fixes
File-specific tasks
gob.cpp
- Write proper game detection. (MD5-based?)
interp.cpp
- Since neither VGA nor CD versions have protection screen we may skip it in EGA version too
map.cpp
- See FIXME comment. All calls to map_loadDataFromAvo() should be made endianness and alignment-safe.
sound.cpp
- Has yet to be written from sound.asm
- Support Red Book audio in CD versions
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.
util.cpp
- Get rid of rand() and use RandomSource
video.cpp
Assignee: JoostP is working on these
- Implement
pDrawSprite,pFillRect, pDrawLine,pPutPixel,pDrawletter,pDrawPackedSpritefunctions from the VGA driver (lvga.gdr) - Add support for other rendering modes (EGA/CGA/Hercules) lega.gdr, l360.gdr, lcga.gdr