Difference between revisions of "Cine/TODO"

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== Status ==
{{Infobox_TODO|
Future Wars was completable with original cinE. Operation Stealth has gfx glitches and now crashes early.
taskname=Cine Engine TODO|
techcontact=[[Cine]] Engine Team|
subsystem=Engine|
}}


== Source Cleanup ==
== Source Cleanup ==
* try to OO'ify the code (wrap the code into C++ classes where applicable/suitable)
* Wrap the code into C++ classes where applicable/suitable. Possible classes candidates :
** Gfx/Screen (bg_list.cpp, gfx.cpp)
** Script (script.cpp)
** Resource (bg.cpp, msg.cpp, part.cpp, prc.cpp, pal.cpp)
** CineEngine (object.cpp, anim.cpp, various.cpp)
** Sound (already done)
* rename functions and variables that need it
* rename functions and variables that need it
 
* reorganize functions and variables in cine/various.cpp
== Bugs ==
* fix gfx layers (FW)
* alignment fixes (done ?)
* endianness fixes (done ?)


== ToDo ==
== ToDo ==
* add support for sound effects in Amiga/Atari versions
* implement, adapt or remove the following options in the system menu :
* add support for SoundFX music modules in Amiga/Atari versions (this should be done without duplicating the existing code in cine/sfx_player.cpp, if possible)
** Pause
* add support for MT32 and PC Speaker instruments in the PC SoundFX player code
** Restart Game
* reorganize functions and variables in cine/various.cpp
** Change Backup Drive
* revise the way z-ordering is done
* Add code to replace the original save/load dialogs with ScummVM dialogs, thus allowing 255 saveslots, rather than limited to 10 slots.
* reconsider the various memory allocations (especially the buffers for offscreen rendering)
* Add ScummVM savegame thumbnail support (Need to maintain loading of older savegames where this is not present).
* the original Amiga version of FW used 32 colors, allowing to display the control menu with some kind of transparency
* add support for AtariST sound and music resources (if different from Amiga)
* cleanup loading of BASESON.SND, this is just another bundle file, the existing code in part.cpp should be able to deal with it
* add support PC Speaker instruments in the PC SoundFX player code (write PCSoundDriver subclasses)
* finish OS support (crash early in-game)
* (maybe) add support for MIDI playback on General Midi devices. Currently the MIDI driver uses MT-32 specific sysEx commands to setup the instruments etc.
* add code for fadeIn/fadeOut
* optimize the rendering (doing a full screen and palette refresh on each frame could be avoided)
* use Common::List instead of custom linked lists (should allow removal and/or simplification of several functions)
* [[cruisE]] and [[Cine]] have several chunks of code in common, find a way to factorize
** sound code/system
** gfx routines
** unpacking routine
** resource loading (parts, vol.cnf)
* finish Operation Stealth support
** Graphics Glitches:
*** Scene 1 Room 4 (Airport - Baggage Belt) - Palette glitch if "Operate" is performed on "American Passport" inventory item.
*** Double fade out glitch on scene changes, notably in Scene 2 Room 5 (Bank Vault).
*** Scene 3 Underwater Animation Sequence seem very hard in last screen. Timing bug? Add "oxygenCheat" command for playtesting?
*** Scene 6 Room 2 (Mansion Study, Safe Closeup) - LED Digits (mainly 4) Missing Segments.
*** Scene 8 (Cutscene - Top Of Porthole Tunnel Ladder) - Background around Ego (John) square with incorrect color.
*** Scene 8 Room 1 (Piranha Tank Cage) - Background to right of Cage incorrect color - Grey.
*** Scene 8 Room 1 (Piranha Tank Cage) - John on Wire to Grill animation is incorrect..
*** Scene 9 Room 12 (Master Control Room) - Background around console lights in bottom-left corner has square with incorrect color.
*** Scene 9 Room 12 (Master Control Room) - Countdown LED Digits (mainly 4) Missing Segments.
*** Scene 9 (On Gantry before boarding Helicopter) - Ego (John) background is incorrect and Ego is Black - incorrect palette?
** Save/Load not possible between Scene 5 (Otto throws John into Sea off Boat) until after Scene 6 Labyrinth Arcade Sequence and During Scene 8 Rat Labyrinth Arcade Sequences - Think this was possible in the original and makes the arcade sequences much harder.
** WARNING: Unable to find part file for filename '02-.ADL'!
** WARNING: Unable to load soundfx instrument '02-.ADL'!
** WARNING: Unable to find part file for filename 'QTRACK32.SPL'!
** Misspelling Script Bugs :
*** Object "Bench of Bank Notes" - Should be Bunch
*** Read(y) - Missing y
*** Passport "English" should be British
*** Electrique Cable (for Razor) - should be Electric
* Clean up any remaining memory leaks


== Notes ==
== Bugs ==
 
* Future Wars: Looping samples don't loop in Amiga version{{Tracker|id=4440}}
Future Wars and Operation Stealth used the first version of the engine, called '''Cinematique'''.
 
For Cruise for a Corpse, the engine was largely modified and doesn't have much in common with the initial version (it seems that only the resource loading/unpacking and music/sound routines have been re-used). That second version of the engine was named '''Cinematique Evolution'''.
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