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Difference between revisions of "Summer of Code/GSoC Ideas 2016"

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[[File:GSOC_EMI.png|160px]] [[File:GSOC_zvision.png|152px]] [[File:GSOC_EMI_asm.png|147px]]
[[File:GSOC_EMI.png|160px]] [[File:GSOC_zvision.png|152px]] [[File:GSOC_EMI_asm.png|147px]]


A more challenging (but hopefully rewarding) idea is to start (or continue) reverse engineering a game where no source is available. Two good examples are the pair of students who drastically improved ResidualVM's support for Escape from Monkey Island ([http://diggingemi.blogspot.com/ blog], [http://akzgsoc.blogspot.com/ blog]), and the work on improving [[Operation Stealth]] ([https://buddhahacks.wordpress.com/ blog]). Another option is to work on merging someone else's reverse engineering work, such as was done with the [[ZVision]] engine ([http://richiesams.blogspot.com/search/label/ScummVM blog]).
A more challenging (but hopefully rewarding) idea is to start (or continue) reverse engineering a game where no source is available. Two good examples are the pair of students who drastically improved ResidualVM's support for Escape from Monkey Island ([http://diggingemi.blogspot.com/ blog], [http://akzgsoc.blogspot.com/ blog]), and the work on improving [[Operation Stealth]] ([https://buddhahacks.wordpress.com/ blog]). Another option is to work on merging (and improving) someone else's reverse engineering work, such as was done with the [[ZVision]] engine ([http://richiesams.blogspot.com/search/label/ScummVM blog]).


If you'd prefer to improve ScummVM more directly, there are even more options available there; in the past, students have (to give some examples) improved our OpenGL support, added a testing framework ([http://jakimushka.blogspot.com/ blog]), improved our scaler code ([http://singron.blogspot.com/ blog]), written a new GUI framework, added loadable modules for embedded platforms ([http://tonypuccinelli.blogspot.com/search/label/ScummVM blog]), rearchitected our keyboard input code ([http://kenny-gsoc.blogspot.com/ blog]) and added support for high-colour (16bpp and above) graphics. It's difficult for us to imagine ScummVM as it was before some of these projects, you can make a huge difference!
If you'd prefer to improve ScummVM more directly, there are even more options available there; in the past, students have (to give some examples) improved our OpenGL support, added a testing framework ([http://jakimushka.blogspot.com/ blog]), improved our scaler code ([http://singron.blogspot.com/ blog]), written a new GUI framework, added loadable modules for embedded platforms ([http://tonypuccinelli.blogspot.com/search/label/ScummVM blog]), rearchitected our keyboard input code ([http://kenny-gsoc.blogspot.com/ blog]) and added support for high-colour (16bpp and above) graphics. It's difficult for us to imagine ScummVM as it was before some of these projects, you can make a huge difference!
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