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Difference between revisions of "Gob/TODO"

205 bytes added ,  22:27, 3 May 2005
Update status
(No known bugs now)
(Update status)
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== Bugs ==
== Bugs ==
None known
* Current sound code dies with (Assertion failed: (frequency > 0), function snd_playSample, file gob/sound.cpp, line 57) at intro.
* Some sounds are missing such as footsteps and high pitch sound when access code is entered.


== Long-term goals ==
== Long-term goals ==
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== File-specific tasks ==
== File-specific tasks ==
=== gob.cpp ===
=== gob.cpp ===
* Write proper game detection. (MD5-based?)
* Write proper game detection. MD5-based. Should watch first 100k (?) of intro.stk both for all gob games and demos


=== interp.cpp ===
=== interp.cpp ===
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=== sound.cpp ===
=== sound.cpp ===
* Has yet to be written from sound.asm
* See bugs above


=== text.cpp ===
=== text.cpp ===
* This file should be removed and is not currently required for compilation but we need to inspect which variables does it set and to which values and convert them to our Config Manager. We should support all video outputs and at least PC speaker and Adlib.
* This file should be removed and is not currently required for compilation but we need to inspect which variables does it set and to which values and convert them to our Config Manager. We should support all video outputs and at least PC speaker and Adlib.
=== util.cpp ===
* Get rid of rand() and use RandomSource


=== video.cpp ===
=== video.cpp ===
* Implement pDrawLine function from the VGA driver (lvga.gdr) ''Is it ever used?''
* Implement pDrawLine function from the VGA driver (lvga.gdr) ''Is it ever used?''
* Add support for other rendering modes (EGA/CGA/Hercules) lega.gdr, l360.gdr, lcga.gdr
* Add support for other rendering modes (EGA/CGA/Hercules) lega.gdr, l360.gdr, lcga.gdr