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Buddha^

Joined 26 May 2007
1,927 bytes removed ,  06:07, 11 December 2007
Updated my personal page.
(Added own heading for the project diary.)
(Updated my personal page.)
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I am a Google Summer of Code 2007 participant working on ScummVM's AGI engine.
== Google Summer of Code 2007 participation ==
[http://code.google.com/soc/scummvm/appinfo.html?csaid=F91A47F5BDEF4F9E (My GSoC 2007 application abstract)]


== Project diary ==
During summer of 2007 I participated in the Google Summer of Code and worked on
ScummVM's AGI engine.


The project diary is where I talk more verbosely about my GSoC 2007 workings.
* [http://code.google.com/soc/scummvm/appinfo.html?csaid=F91A47F5BDEF4F9E My GSoC 2007 application abstract]
 
* [[User:Buddha%5E/GSoC2007-ProjectDiary|Archive of my GSoC 2007 project diary]]
So if you want to read about my work during GSoC 2007 then look here:
 
* [[User:Buddha%5E/GSoC2007-ProjectDiary|My project diary for GSoC 2007]]


== ToDo ==
== ToDo ==


* [[AGI/TODO#Buddha.5E.27s_ToDo_for_the_AGI_engine|My section of AGI engine's ToDo]]
* Fix AGI-related bugs
 
* Finish Apple IIGS sound support for the AGI-engine
== Thinking about adding ==
 
* Create new functionality for loading 256 color palettes (Could be aptly named AGIPAL256)
** And possibly hack it also into AGI256-2's AGI.EXE (Would this be useful?)
 
At the moment AGI256 and AGI256-2 games have a static 256 color palette, so I think this would be a nice addition.
Thinking about a similar way as as AGIPAL, but this time using shake_screen command's values
110+ and using filenames like pal256.110 etc. Or another way would be to add a palette into the end
of an AGI256 picture resource and setting that as the current palette when loading the picture resource.
 
 
 
== Things done during GSoC 2007 ==
 
2007-05-29:
 
* Took screenshots for AGI games (Almost all of the officials + a couple of fanmades)
* Made thumbs for different AGI game series
** Example: Larry's head for the Larry series, Sarien head for the Space Quest series
 
2007-06-06:
 
* Implemented classes for loading and parsing WinAGI's *.wag files
** WagProperty class
*** Encapsulates a single property from a *.wag file (It usually has several in it).
** WagFileParser class
*** Loads and parses a *.wag file into WagProperty objects.
 
2007-06-08:
 
* Finished the current implementation of fallback detection for the AGI engine.
** This now uses WinAGI's *.wag file parsing as a part in its detection routine.
 
2007-06-21:
 
* Implemented AGI256 and AGI256-2 support into the AGI engine.
 
2007-06-25:
 
* Made a workaround for Gold Rush's intro skipping [http://sourceforge.net/tracker/index.php?func=detail&aid=1737343&group_id=37116&atid=418820 bug #1737343]
 
2007-06-26:
 
* Fixed game saving & restoring with AGI256 and AGI256-2 games
 
2007-07-10:
 
* Implemented support for Amiga-style colored options ([http://sourceforge.net/tracker/index.php?func=detail&aid=657645&group_id=24759&atid=382573 FR #657645])
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