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Difference between revisions of "TODO"

51 bytes added ,  14:06, 28 October 2006
Removed obsolete SMUSH TODO item, and added note about "old adlib" volume problem
(Make clear that some items on the list are sketches/ideas, and may need revision)
(Removed obsolete SMUSH TODO item, and added note about "old adlib" volume problem)
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* Add support for handling Kanji in FM-Towns games (foreground is rendered on a second plane at 640x480), text uses Shift_JIS encoding [implementation now that currently depends on font rom, not needing the rom would be preferable]
* Add support for handling Kanji in FM-Towns games (foreground is rendered on a second plane at 640x480), text uses Shift_JIS encoding [implementation now that currently depends on font rom, not needing the rom would be preferable]
* Add support for TFMX music format in Amiga version of Monkey Island 1 Check http://darkstar.tabu.uni-bonn.de/~neo/audio.html for music format details
* Add support for TFMX music format in Amiga version of Monkey Island 1 Check http://darkstar.tabu.uni-bonn.de/~neo/audio.html for music format details
* When SMUSH movies end, their music track sometimes should last a bit longer; currently, we stop the audio together with the animation, leading to cut off music.
* Clean up class Gdi. This class right now mostly is about decoding various graphic formats. However some other functionality has crept into it, too. It would be nice if class Gdi would only contain the GFX decoding code, and nothing else (assuming that is feasible w/o too much trouble). OTOH, the code which is responsible for managing virtual screens, rendering virtual screens to the real display etc. could be grouped into a new class (e.g. VSManager or so).
* Clean up class Gdi. This class right now mostly is about decoding various graphic formats. However some other functionality has crept into it, too. It would be nice if class Gdi would only contain the GFX decoding code, and nothing else (assuming that is feasible w/o too much trouble). OTOH, the code which is responsible for managing virtual screens, rendering virtual screens to the real display etc. could be grouped into a new class (e.g. VSManager or so).
* Reduce kMD5FileSizeLimit from 1MB to e.g. 80 kb (this will force us to recompute the MD5 for the mac bundles, but hopefully nothing else)
* Reduce kMD5FileSizeLimit from 1MB to e.g. 80 kb (this will force us to recompute the MD5 for the mac bundles, but hopefully nothing else)
* There seems to be some loop/repeat mechanism in old Adlib sound effects that we do not handle. [http://vogons.zetafleet.com/viewtopic.php?t=8644 This thread] has some discussion, and recordings. Two good examples are the door opening sound in Indy 3 and Monkey Island 1 (floppy), and the typewriter sound in Indy 3.
* ADLIB: There seems to be some loop/repeat mechanism in old Adlib sound effects that we do not handle. [http://vogons.zetafleet.com/viewtopic.php?t=8644 This thread] has some discussion, and recordings. Two good examples are the door opening sound in Indy 3 and Monkey Island 1 (floppy), and the typewriter sound in Indy 3.
* ADLIB: We don't handle (global) music volume changes for adlib sounds in older SCUMM games. See [https://sourceforge.net/tracker/index.php?func=detail&aid=1159581&group_id=37116&atid=418820 bug #1159581].


==== SCUMM C64 ====
==== SCUMM C64 ====
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