Open main menu

Difference between revisions of "OpenTasks"

1,230 bytes removed ,  14:50, 2 December 2009
snip completed 16/24 bit task
(Removed some completed tasks and edited some)
(snip completed 16/24 bit task)
Line 369: Line 369:


We have previously "objectified" several other engines, namely SAGA, Gob and AGI, so one can learn a lot about various approaches how to do this by tracing through our SVN repository.
We have previously "objectified" several other engines, namely SAGA, Gob and AGI, so one can learn a lot about various approaches how to do this by tracing through our SVN repository.
=== Add 16 / 24bit graphics support to game engines ===
''Technical Contact'': [[User:Kirben|Travis Howell]], [[User:Sev|Eugene Sandulenko]], [[User:DrMcCoy|Sven Hesse]]
''Background:''
The [[SCUMM]] engine was originally developed for palette-based graphics. At version 6 it was forked by Humongous Entertainment, which extended it significantly. Their later games started to use 16bit graphics for backgrounds and actors. See [[Humongous Entertainment/Progress/16bits Support|here]] for more detailed information.
Future games (The 11th Hour, Clandestiny, Tender Loving Care, Uncle Henry's Playhouse) using the [[Groovie]] game engine will require 16bit graphics too, and [[Urban Runner]] from the [[Gob]] game engine, requires 24bit graphics as well.
This task requires good knowledge of C++, as we need a solution which will not clobber our code,
will have minimal impact on 8bit games, and can be optionally turned off at compilation stage.
The [http://quick.mixnmojo.com/demos/ffcovedemo.zip Freddi Fish 5 demo], [ftp://ftp.atari.com/demos/moonbase_commander/MoonBaseCommanderDemo.exe Moonbase Commander demo] and Urban Runner demo (videos only) could be used for testing, if you don't own any of the required games.


=== Improve AGI engine ===
=== Improve AGI engine ===