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Gob/TODO

< Gob
Revision as of 23:09, 13 April 2005 by Sev (talk | contribs) (Demo worked ok all the time)

Status

Game is completable. There are occasonal minor graphical glitches. No audio except Red Book from CD version.

Problematic places

  • map_loadDataFromAvo() in map.cpp. These are plain calls to memcpy() so all read data is not endian safe and moreover it could read wrong size if sizeof(structure) is used in length calcualtion. All structures should be unwind, i,e, read element by element and FROM_LE_XX wraps applied.
  • data_readData(). Same as above.

Bugs

  • When game calls delay() screen doesn't get redrawn. Noticeable at "please wait" screen and especially cutscenes (try screen #5 FTWKFEN)

Main and 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?)

interp.cpp

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

sound.cpp

  • Has yet to be written from sound.asm

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.

util.cpp

  • Get rid of rand() and use RandomSource

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