Difference between revisions of "Gob/TODO"

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(Update status)
(Updated. (Sev tells me the floppy version no longer crashes))
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== Bugs ==
== Bugs ==
* Current sound code dies with (Assertion failed: (frequency > 0), function snd_playSample, file gob/sound.cpp, line 57) at intro on demo and floppy versions.
* Some sounds are missing such as footsteps and high pitch sound when access code is entered. This is probably related to the functions util_beep() and snd_speakerOn(), neither of which is implemented at the moment.
* Some sounds are missing such as footsteps and high pitch sound when access code is entered.


== Long-term goals ==
== Long-term goals ==

Revision as of 13:52, 5 May 2005

Status

Game is completable. Some SFX are missing. Also currently you have to skip intro on floppy versions and demos otherwise you will get crash.

Bugs

  • Some sounds are missing such as footsteps and high pitch sound when access code is entered. This is probably related to the functions util_beep() and snd_speakerOn(), neither of which is implemented at the moment.

Long-term goals

  • Convert it to C++ classes. This should be done on per-file basis.
  • Alignment fixes

File-specific tasks

gob.cpp

  • Write proper game detection. MD5-based. Should watch first 100k (?) of intro.stk for all gob games and demos

interp.cpp

  • Since neither VGA nor CD versions have protection screen we may skip it in EGA version too

sound.cpp

  • Implement util_beep()

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.

video.cpp

  • 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