Difference between revisions of "AGI/TODO"

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(Oops. Didn't fully remove Amiga-style menus -item. Now fixed.)
(Revised Buddha^'s section of the AGI TODO.)
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* Better compatibility. NAGI is known to be more stable
* Better compatibility. NAGI is known to be more stable


==== [[user:Buddha%5E|Buddha^]]'s more immediate TODO ====
==== [[user:Buddha%5E|Buddha^]]'s TODO for the AGI engine ====
 
* Write documentation for AGI256 and AGI256-2 hacks
* Disable CGA rendering for AGI256 and AGI256-2 games
* Finish the implementation of Apple IIGS sound support
* Fix priority screen showing (For debugging) in AGI256 and AGI256-2 mode
** Pretty much done, only ego's priority showing still missing.
 
And some items that I'm not currently working on but they're here so
I don't totally forget about them:


* Add GUI-stuff to AGI fallback detector
* Add GUI-stuff to AGI fallback detector
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*** Add fanmade.ini file support
*** Add fanmade.ini file support
*** Move most of fanmade games to separate external file (An ini-file with more features than WinAGI's wag-files + md5s)?
*** Move most of fanmade games to separate external file (An ini-file with more features than WinAGI's wag-files + md5s)?
* Study AGI engine's code
** For understanding's sake and for possible better objectification
* Add parsing of WORDS.TOK to AGI's predictive input (Don't just use the pred.dic that comes with ScummVM)
* Add parsing of WORDS.TOK to AGI's predictive input (Don't just use the pred.dic that comes with ScummVM)
** Would make it impossible to have missing words in a game (Think about new fangames)
** Would make it impossible to have missing words in a game (Think about new fangames)

Revision as of 20:48, 10 July 2007

Main ToDo items

Features

  • Better game detection code. NAGI approach with inheritable settings seems to be nice. Direct MD5 approach will not always work, i.e. we have to have a good fallback, so zillions of fan-made games could work as is. (in progress ?). Fallback should be pretty simple, there are only two known versions of logic compiler (one old one outputs 2.440, all the current AGI Editors do 2.917).
  • Improve save/load management
  • Better objectify
  • Finish Apple IIgs sound support
  • Better compatibility. NAGI is known to be more stable

Buddha^'s TODO for the AGI engine

  • Write documentation for AGI256 and AGI256-2 hacks
  • Disable CGA rendering for AGI256 and AGI256-2 games
  • Finish the implementation of Apple IIGS sound support
  • Fix priority screen showing (For debugging) in AGI256 and AGI256-2 mode
    • Pretty much done, only ego's priority showing still missing.

And some items that I'm not currently working on but they're here so I don't totally forget about them:

  • Add GUI-stuff to AGI fallback detector
    • Add only at first run on-screen warning (with OK button) where user will be invited submit his game to us ("Please, submit your game to ScummVM Team")
  • Finish sev's fallback detector changes
    • Implement some simple .ini file supplement
      • Add fanmade.ini file support
      • Move most of fanmade games to separate external file (An ini-file with more features than WinAGI's wag-files + md5s)?
  • Add parsing of WORDS.TOK to AGI's predictive input (Don't just use the pred.dic that comes with ScummVM)
    • Would make it impossible to have missing words in a game (Think about new fangames)

Future

Amiga-Style Menu

From Sarien Bugs and requests

  • Hercules mode (?)
  • CGA RGB rendering mode FR #438410
  • Mac mono mode (?)
  • Finish Apple IIgs music support
  • MIDI music FR #439547

NAGI features

First thing to consider is that NAGI has X11 license.

  • Hercules fonts (suggestion is at Sarien FR #607641)
  • Generic AGI version detector
  • Check Tandy emulator
  • Apple II palette

Features that'd be nice to have

  • Custom picture/view/cel-dependent palettes
    • Example: Darken the backgrounds, lighten the ego and objects.

Completely Wishful Thinking

  • Support for AGI v2.001 + v1 PC-Disk images (The biggest bar to entry is really working out how the executable knows where files 'map' to on disk, the fileformats are the same, so its just working out how the game knows Sector X, head Y, Track D is the start of File Q).