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{{Infobox_TODO|
taskname=Sword25 Engine TODO|
techcontact=[[Sword25]] Engine Team|
subsystem=Engine|
}}
== Regressions ==
== TODOs ==
== TODOs ==


* Fill stubs in audio code
* Enhance package manager to allow running with extracted data just like original did
* Enhance package manager to allow running with extracted data just like original did
* Graphics:
** Problems with the exit menu:
**# Wrong shading of 'yes/no' glyphs
**# Background is black instead of shadowed game screen
** Speedup Theora video playback
** Audio sync for Theora video playback


* Translate comments from German
* Translate comments from German
* Fix 64-bitness
* Check if it's completable on BE machine (first few scenes work now)
* Check how it behaves on BE machine
* Audio does not get saved with Persistence
* Rename/get rid of leftover BS_* things
* Fix tons of warnings under MinGW and probably others
* Make libtheora optional, as it really is (cutscenes then will be skipped) - this has been done, but it should be tested
* The engine is currently somewhat slower than the original game, particularly on game startup. Some profiling should be done to identify and improve performance.
** A major reason for slowness is that when finding a matching file list for a given file-spec, it currently scans the entire contents of the zip file index. When we correct the Zip file implementation to properly handle folders, this will speed things up, since since it will be able to traverse down to a specific folder, and only have to scan the files of that folder.
* Fix issues due to using libpng: The engine uses libpng. This will cause problems when building with dynamic plugins, as then either the sword25 engine then would have to be linked directly against libpng (which may not be possible everywhere), or the main ScummVM executable. But in the latter case, we get issues on systems that do not allow backlinking (such as Windows). The way we overcame this for other similar cases is to add a thin wrapper API around the library and put that into the shared code base (in this case, something like graphics/png.* might be appropriate).
* The save system of this engine currently partially bypasses the SaveFileManager API, by (abusing) the fact that the Lua engine allows creating files in arbitrary places (it exposes fopen, fread, fwrite etc.). This is used to create a 'config.lua' configuration file. This makes it non-portable. <br>In addition, the filenames used for the savestates ("0.b25s") do not comply with our naming conventions for engine savestates.<br> It should be possible to overcome all this, but it might require hacking the Lua engine; or we could try to replace some of the BS2.5 script functions with our own, dynamically.
* PersistenceService::saveGame and PersistenceService::loadGame contain code to (de)compress the save data using zlib. But we already compress savegames using zlib, so now we end up compressing them twice. Unless we need to do the compression to be compatible with saves from the original, we should get rid of this in-engine compression. If we can't get rid of it, we should add code comments that explain the reasons.
* PersistenceService::saveGame and PersistenceService::loadGame contain code to (de)compress the save data using zlib. But we already compress savegames using zlib, so now we end up compressing them twice. Unless we need to do the compression to be compatible with saves from the original, we should get rid of this in-engine compression. If we can't get rid of it, we should add code comments that explain the reasons.
* There may still be locale-related bugs. There have been at least two relating to the decimal mark being a comma instead of a point in my locale. However, there are currently no known ones.
* The following commented out code used to be in kernel/scummvmwindow.cpp; I am keeping it here in case there is still something in there that needs to be handled (which I can't tell right now).
* The following commented out code used to be in kernel/scummvmwindow.cpp; I am keeping it here in case there is still something in there that needs to be handled (which I can't tell right now).
<source lang="cpp">
 
<syntaxhighlight lang="cpp">
 
// FIXME: Special keys detected here need to be moved into the Input Engine
// FIXME: Special keys detected here need to be moved into the Input Engine
// Die WindowProc aller Fenster der Klasse
// Die WindowProc aller Fenster der Klasse
Line 155: Line 153:
     return 0;
     return 0;
}
}
</source>
</syntaxhighlight>


== Lua TODO ==
== Lua TODO ==
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