Difference between revisions of "Gob/TODO"

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(long term -> show stoppers. Update status)
(Objectizing is done)
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* Convert it to C++ classes. This should be done on per-file basis. Big note. You don't need full game to accomplish this task, demo is enough since it is full-featured.
* Convert it to C++ classes. This should be done on per-file basis. Big note. You don't need full game to accomplish this task, demo is enough since it is full-featured.


   Take a look how work was done with SAGA engine. No big thinking is required, just determine where
   Add possibility for overloading opcode tables. Right now they're made with use of '''switch()'''
  initializer is and how memory should be cleaned up. Main goal here is to add possibility for
  statements which isn't suitable for gob2 addition. In gob2 they inserted several opcodes right in the
  overloading. Of course if you see that some code could be put into '''real''' objects, feel free to
  middle of the table which makes code really really ugly and cumbersome.
  do it but will take much more time. With SAGA engine we did it much later.
   Consult SAGA or better SCUMM engine on how to do that properly
 
  Another important thing here is to add possibility for overloading opcode tables. Right now they're made
  with use of '''switch()''' statements which isn't suitable for gob2 addition. In gob2 they inserted
  several opcodes right in the middle of the table which makes code really really ugly and cumbersome.
   Again, consult SAGA or better SCUMM engine on how to do that properly


* Alignment fixes (done?)
* Alignment fixes (done?)

Revision as of 23:58, 3 January 2006

Status

Gobliiins 1 is completable. Gobliins 2 progress is stalled. We need developers for this.

Show stoppers

  • Convert it to C++ classes. This should be done on per-file basis. Big note. You don't need full game to accomplish this task, demo is enough since it is full-featured.
 Add possibility for overloading opcode tables. Right now they're made with use of switch()
 statements which isn't suitable for gob2 addition. In gob2 they inserted several opcodes right in the
 middle of the table which makes code really really ugly and cumbersome.
 Consult SAGA or better SCUMM engine on how to do that properly
  • Alignment fixes (done?)

File-specific tasks

draw.cpp

  • Use the ScummVM backend for handling the mouse cursor. Right now it's drawn as a sprite.

interp.cpp

  • Since neither VGA nor CD versions of gob1 have protection screen we may skip it in EGA version too

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

  • Add support for other rendering modes (EGA/CGA/Hercules) lega.gdr, l360.gdr, lcga.gdr