Missing features ==
* The AdLib music does not sound right. I'm speculating that we would need to use the SAMPLE.* files from the original for Adlib instruments. Here is a description of the format probably used by SAMPLE.BNK: http://www.descent2.com/ddn/specs/bnk/ . The adlib.diff patch could possibly provide a starting point.
*# Initialize each global variable (or at least each that needs it) in an InitFILENAME() method in each file, which is to be called by the TinselEngine constructor or some other appropriate place.
*# On the long run, turning all these variables into members of to-be-added classes (i.e. objectifying the engine) is preferable, but the above seems to be the easiest and quickest solution.
== Game issues ==
* Perform play testing, look for problems, and then add them all here!
* Check engine code for any 64-bit system incompatible code.
* Check engine code for endian issues, specifically Big Endian issues.
== Other stuff ==* Right now, we semi-arbitrarily assigned F5 & F7 to open the load/save dialogs (dreammaster did that to match Lure, which in turn follows the 'Sierra standard'). Maybe we can agree on some standard hotkeys which work in all (most/many) engines ?