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Difference between revisions of "Gob/TODO"

608 bytes added ,  10:26, 10 July 2006
(Small) update, putting a few things there so I won't forget them
((Small) update, putting a few things there so I won't forget them)
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== Show stoppers ==
== Show stoppers ==
* Alignment fixes (done?)
* Alignment fixes (done?)
== General glitches/todos in Gobliins 2 ==
* Missing soundkeys in the intro
* Some sounds sounding wrong, negative frequencies
* Stop (ab)using Game::_soundSamples for ADLs


== File-specific tasks ==
== File-specific tasks ==
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* Reduce kMD5FileSizeLimit from 1MB to e.g. 80 kb (this might require recomputing some MD5s, but is faster, and good enough for finger printing)
* Reduce kMD5FileSizeLimit from 1MB to e.g. 80 kb (this might require recomputing some MD5s, but is faster, and good enough for finger printing)


=== draw.cpp ===
=== draw_v2.cpp ===
* Use the ScummVM backend for handling the mouse cursor. Right now it's drawn as a sprite.
* The mouse cursor drawing is now done using the ScummVM backend. With Gob2, sometimes, when the cursor was turned off and should be turned on again, it'll only appear after the mouse is moved (noticable in Ween).


=== text.cpp ===
=== text.cpp ===
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=== video.cpp ===
=== video.cpp ===
* 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
=== mult.h/mult_v1.cpp/mult_v2.cpp ===
* Merge Mult_v2::_multData2 and the loose variables in Mult
=== music.cpp ===
* The Gobliins 2 intro music has broken percussions. The stand-alone player plays it correctly, so that bug was most likely produced by me while cramming the player's source into ScummVM.
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