Difference between revisions of "User:DrMcCoy"

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== ToDo (unordered) ==
== ToDo (unordered) ==


* Gob engine
* Gob engine:
** More refactoring
*** Merge the Gob2+ pathfinding and goblins handling functions
*** Merge the map loaders
*** Merge drawing functions? And maybe even Draw and Video?
*** Cleaning up the Mult classes
** Completing A.J.'s World
** Completing A.J.'s World
** (Hard-coded) Space-shooter sequences in Inca 2 and The Last Dynasty
** (Hard-coded) Space-shooter sequences in Inca 2 and The Last Dynasty
** Urban Runner
** Addy (ADI) and Addy Junior (Adibou)
** Once Upon A Time: Abracadabra and Baba Yaga
** Fading:
*** Weird fading in Woodruff: white areas show up immediately
*** The fade speed should not be CPU-bound
 
* Gob Engine cleanup:
** Way too much access to foreign class member variables right now
** Video/Draw
*** Video_v1 and Video_v2 can be merged
*** Merge Video_v6 too? + check for true color
*** Merge Draw_* too?
*** Merge Draw with Video? Put all the low-level stuff into Surface instead
** Scenery
*** Scenery is ANI + DEC. Merge
**** Make ANIObject drawing more flexible for SEQ
** Mult
*** Mult_v1 and Mult_v2 can be merged
*** Mult is SEQ. Also needed for hard-coded games
** Sound
*** Current sound code is meh
** Global
*** Icky globals. Not good
** Goblin/Map
*** Ugly. Needs cleanup badly.
*** _v1/_v2 probably not mergable. But _v2+ classes should be
** GobEngine subclasses like Kyra?


* CoktelVideo:
* CoktelVideo:
** Changing Dither, Indeo3 and CoktelVideo so that
*** You can select the dither method
**** 8bit grayscale
**** 8bit plain (just looking up the nearest color)
***** Against a standard palette
***** Against an assigned palette
**** 8bit ordered dithering (for speed)
**** 8bit error distribution (Sierra Light) dithering
*** The 16bit GSoC code can be used
**** 16bit plain (just taking the nearest color)
**** 16bit ordered dithering (should look better)
**** 16bit error distribution (Sierra Light) dithering (should look better)
** Implement new audio handling in Addy 5 VMDs
** Implement new audio handling in Addy 5 VMDs
*** Low priority, because Addy 5 is very different, with a new script system and dBase databases
*** Low priority, because Addy 5 is very different, with a new script system and dBase databases
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*** Subsequent sound parts of type 1 are broken
*** Subsequent sound parts of type 1 are broken
*** Yet another audio compression?
*** Yet another audio compression?


== Wish list ==
== Wish list ==
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* Goblins 3 Hebrew ''-- allegedly, it crashes ScummVM (in o1_printTotText() / Draw_v2::printTotText()). If it really does, I'd need a (legitimate) copy to fix it''
* Goblins 3 Hebrew ''-- allegedly, it crashes ScummVM (in o1_printTotText() / Draw_v2::printTotText()). If it really does, I'd need a (legitimate) copy to fix it''
* Gobliins 2 Mac and/or Goblins 3 Mac ''-- Different music and fonts in the Mac versions, would be nice to have them supported''
* Gobliins 2 Mac and/or Goblins 3 Mac ''-- Different music and fonts in the Mac versions, would be nice to have them supported''
* Any and all Japanese and Korean Gob games ''-- Need to check if strings and such work
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