Gob/TODO

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Revision as of 22:54, 7 December 2006 by Sev (talk | contribs) (Update status)
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Status

Gobliiins 1 is completable. Gobliins 2 is completable with major glitches.

Show stoppers

  • 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

gob.cpp

  • 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_v2.cpp

  • 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

  • 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

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.