Difference between revisions of "Cine/TODO"

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(another possible souce cleanup...)
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* try to OO'ify the code (wrap the code into C++ classes where applicable/suitable)
* try to OO'ify the code (wrap the code into C++ classes where applicable/suitable)
* rename functions and variables that need it
* rename functions and variables that need it
* try to remove the huge switch in computeScriptStackSub, the computations performed should rely on the opcodes table setup in setupOpcodes. Maybe extend the "OpcodeProc" type to have a size field and base the "stack size" computation on it.


== Bugs ==
== Bugs ==

Revision as of 10:32, 7 March 2007

Status

Future Wars was completable with original cinE. Operation Stealth has gfx glitches and now crashes early.

Source Cleanup

  • try to OO'ify the code (wrap the code into C++ classes where applicable/suitable)
  • rename functions and variables that need it
  • try to remove the huge switch in computeScriptStackSub, the computations performed should rely on the opcodes table setup in setupOpcodes. Maybe extend the "OpcodeProc" type to have a size field and base the "stack size" computation on it.

Bugs

  • fix gfx layers (FW)
  • alignment fixes (done ?)
  • endianness fixes (done ?)

ToDo

  • add support for sound effects in Amiga/Atari versions
  • 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)
  • add support for MT32 and PC Speaker instruments in the PC SoundFX player code
  • reorganize functions and variables in cine/various.cpp
  • revise the way z-ordering is done
  • reconsider the various memory allocations (especially the buffers for offscreen rendering)
  • the original Amiga version of FW used 32 colors, allowing to display the control menu with some kind of transparency
  • cleanup loading of BASESON.SND, this is just another bundle file, the existing code in part.cpp should be able to deal with it
  • finish OS support (crash early in-game)

Notes

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.