Difference between revisions of "GSoC Ideas"

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This page contains a list of ideas about projects/tasks for the ScummVM and the ResidualVM projects which we feel are relatively substantial (and so appropriate for at least ''part'' of a Google [[Summer of Code]] project), and accessible to newcomers with good C++ knowledge.
 
 
 
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'''See [[Summer of Code/GSoC Ideas 2019|GSoC Ideas 2019]]''' for the 2019 version of this page.
 
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<!--This page contains a list of ideas about projects/tasks for the ScummVM and the ResidualVM projects which we feel are relatively substantial (and so appropriate for at least ''part'' of a Google [[Summer of Code]] project), and accessible to newcomers with good C++ knowledge.


These are just the few projects that we have come up with ourselves, and there are many many other tasks which would be helpful to the project - many ScummVM engines have their own TODO lists, and there are large tasks related to ResidualVM engines.
These are just the few projects that we have come up with ourselves, and there are many many other tasks which would be helpful to the project - many ScummVM engines have their own TODO lists, and there are large tasks related to ResidualVM engines.
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=== Adding text to speech support in Mortville Manor ===
=== Adding text to speech support in Mortville Manor ===
Technical contacts: Our IRC channel, our mailing list, or contact [[User:Strangerke|Arnaud Boutonné]]
Technical contacts: Our IRC channel, our mailing list, or contact [[User:Strangerke|Arnaud Boutonné]] or [[User:criezy|Thierry Crozat]]


The original Mortville Manor game was using a speech synthesis based on PC Speaker.  
The original Mortville Manor game was using a speech synthesis based on PC Speaker.  
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decent text to speech generation, in (at least) French, German and English.
decent text to speech generation, in (at least) French, German and English.


=== Adding speech synthesis of on-screen text for people with reduced sight ===
=== Adding speech synthesis of on-screen text for people with reduced sight or for learning to read ===
Technical contacts: Our IRC channel, our mailing list, or contact [[User:Strangerke|Arnaud Boutonné]]
Technical contacts: Our IRC channel, our mailing list, or contact [[User:Strangerke|Arnaud Boutonné]] or [[User:criezy|Thierry Crozat]]


Using the same library used in the previous task, add a similar text to speech generation for other games. The exact list of titles should be defined as soon as possible between the mentors and the student.
Using the same library used in the previous task, add a similar text to speech generation for other games. The exact list of titles should be defined as soon as possible between the mentors and the student.


This task would allow people suffering of sight issues to play more games in ScummVM.
This task would allow people suffering of sight issues to play more games in ScummVM, but it could also be very useful to help people to learn how to read.


=== Macromedia Director ===
=== Macromedia Director ===
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=== Port WebVenture engine ===
=== Port WebVenture engine ===
Technical contacts: Our IRC channel, our mailing list, or contact [[User:DJWillis|John Willis]],
Technical contacts: [[User:DJWillis|John Willis]], [[User:Md5|Filippos Karapetis]].


The [http://seancode.com/webventure/ WebVenture] [https://github.com/mrkite/webventure engine] by Sean Kasun is a reimplementation of the [https://en.wikipedia.org/wiki/MacVenture MacVenture] engine from ICOM Simulations.  
The [http://seancode.com/webventure/ WebVenture] [https://github.com/mrkite/webventure engine] by Sean Kasun is a reimplementation of the [https://en.wikipedia.org/wiki/MacVenture MacVenture] engine from ICOM Simulations.  
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'''This task requires C++ and JavaScript knowledge.'''
'''This task requires C++ and JavaScript knowledge.'''


=== Port WAGE engine ===
=== Native OS X port ===
Technical contacts: [[User:Sev|Eugene Sandulenko]].
Technical contacts: [[User:somaen|Einar Johan Trøan Sømåen]], [[User:aquadran|Paweł Kołodziejski]].
 
ScummVM's current OS X port is SDL 1.2 based, which is a dead project, having been replaced by SDL2, and Apple has a tendency to change and deprecate functionality with each version of their OS, as such, the current state of the OS X port seems to degrade with each new OS X release. Functionality added in newer releases of OS X, such as the new Full-screen modes introduced in 10.7 are also not available for use in ScummVM with the current SDL1.2 port.


The WAGE engine is an engine behind [http://en.wikipedia.org/wiki/World_Builder World Builder], an early system for authoring adventure games on Mac.
One option for solving this, is to create a backend for OS X that doesn't use SDL. This would mean writing replacement code for the parts where SDL currently handles things (i.e. atleast audio/video/input, but possible other details). A major aim of such a project would be to retain backwards compatibility with 10.2 as we have today, while allowing for a good user experience on the very latest OS X versions as well.
Alexei Svitkine has a basically [https://code.google.com/p/wage-engine/ working implementation in Java], and [[User:Sev|sev]] has started
efforts on porting the engine to ScummVM awhile ago: [https://github.com/sev-/scummvm/tree/wage/engines/wage github link].
Alexei continued its development, and sev abandoned the effort due to other projects within ScummVM.


Current ScummVM implementation is able to load the game assets and runs scripts. However it lacks support for QuickDraw pictures used everywhere
'''This task requires C++ and Objective-C/Cocoa knowledge.'''
in the game. Originally sev wanted to provide pixel perfect implementation, which was the primary reason why development stalled. But several years ago
Apple has [http://www.computerhistory.org/atchm/macpaint-and-quickdraw-source-code/ released full sources] of their QuickDraw 1.0 code, which makes
achieving this goal possible. However, Alexei's engine is using standard Java gfx classes, and that looks to be sufficient.


Your task is to finish the porting efforts, complete the engine, and probably increase the compatibility.
=== Improving the iPhone/iOS port ===


'''This task requires C++ and Java knowledge.'''
Technical contact: [[User:LordHoto|Johannes Schickel]], [[User:Sev|Eugene Sandulenko]].


=== Native OS X port ===
The current iOS port, which we still label as iPhone, is functional but feels not really polished in a number of ways. The port comes from a time when the first two generations of the iPhone were still the top models. This, for example, makes it not as nicely usable on modern iOS devices because of resolution issues. Furthermore, while the gesture input serves as a great way to, for example, change control schemes, it also has some annoying issues. The most prominent example is that the "open global main menu" gesture sometimes causes the main menu to immediately close.
Technical contacts: [[User:somaen|Einar Johan Trøan Sømåen]].


ScummVM's current OS X port is SDL 1.2 based, which is a dead project, having been replaced by SDL2, and Apple has a tendency to change and deprecate functionality with each version of their OS, as such, the current state of the OS X port seems to degrade with each new OS X release. Functionality added in newer releases of OS X, such as the new Full-screen modes introduced in 10.7 are also not available for use in ScummVM with the current SDL1.2 port.
Build wise the iOS port is currently only supported by using a custom toolchain. Supporting the official toolchain and XCode as development environment in '''addition''' to the current toolchain is something we would really like to see. We already have a tool to auto-generate project files for Microsoft Visual Studio. The idea would be to take the currently WIP XCode support and finish it. Building with the official toolchain on command line would also be nice to have.


One option for solving this, is to create a backend for OS X that doesn't use SDL. This would mean writing replacement code for the parts where SDL currently handles things (i.e. atleast audio/video/input, but possible other details). A major aim of such a project would be to retain backwards compatibility with 10.2 as we have today, while allowing for a good user experience on the very latest OS X versions as well.
Essentially, this task requires working on various aspects of the iOS port. This includes graphics, GUI, input handling, but also build related aspects. Ideally, we want our iOS port to feel much smoother for the users, but also for developers working on it.


'''This task requires C++ and Objective-C/Cocoa knowledge.'''
'''This task requires C++, ObjC(++), and iOS development knowledge. It also requires access to a (jailbroken) iOS device, preferable both iPhone and iPad, and the official iOS development environment.'''


=== Sources for other ideas ===
=== Sources for other ideas ===
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If you already have reverse engineering experience, you could consider working on one of the external in-development game engines, or even on support for a new game. However, doing this kind of work is very difficult and time-consuming - you would have to convince us that you have the necessary skills to actually be sufficiently productive, probably by demonstrating some actual progress first.
If you already have reverse engineering experience, you could consider working on one of the external in-development game engines, or even on support for a new game. However, doing this kind of work is very difficult and time-consuming - you would have to convince us that you have the necessary skills to actually be sufficiently productive, probably by demonstrating some actual progress first.
== ResidualVM Projects ==
== ResidualVM Projects ==
This section contains project ideas for ResidualVM. You will need some basic knowledge of OpenGL and 3D math, in addition to any extra skills indicated in each entry.
This section contains project ideas for ResidualVM. You will need some basic knowledge of OpenGL and 3D math, in addition to any extra skills indicated in each entry.
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See [http://wiki.residualvm.org/index.php/GSoC_Ideas#Wintermute_3D_port Wintermute 3D] for more details.
See [http://wiki.residualvm.org/index.php/GSoC_Ideas#Wintermute_3D_port Wintermute 3D] for more details.
=== In Cold Blood engine refactor ===
Technical contacts: [[User:somaen|Einar Johan Trøan Sømåen]], [[User:aquadran|Paweł Kołodziejski]], [[User:joostp|Joost Peters]]
See [http://wiki.residualvm.org/index.php/GSoC_Ideas#In_Cold_Blood_engine_refactor ICB engine refactor] for more details


=== iOS port ===
=== iOS port ===
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See [http://wiki.residualvm.org/index.php/GSoC_Ideas#iOS_port_of_ResidualVM iOS Port] for more details
See [http://wiki.residualvm.org/index.php/GSoC_Ideas#iOS_port_of_ResidualVM iOS Port] for more details
=== Multichannel 3D sound support ===
Technical contacts: [[User:aquadran|Paweł Kołodziejski]]
Currently ResidualVM has only stereo audio output for emulated 3D sounds.
See [http://wiki.residualvm.org/index.php/GSoC_Ideas#Multichannel_3D_sound_support Multichannel 3D sound support] for more details


=== Sources for other ideas ===
=== Sources for other ideas ===
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If you already have reverse engineering experience, you could consider working on one of the external in-development game engines, or even on support for a new game. However, doing this kind of work is very difficult and time-consuming - you would have to convince us that you have the necessary skills to actually be sufficiently productive, probably by demonstrating some actual progress first.
If you already have reverse engineering experience, you could consider working on one of the external in-development game engines, or even on support for a new game. However, doing this kind of work is very difficult and time-consuming - you would have to convince us that you have the necessary skills to actually be sufficiently productive, probably by demonstrating some actual progress first.
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Revision as of 20:14, 5 March 2019



See GSoC Ideas 2019 for the 2019 version of this page.