Difference between revisions of "Gob/TODO"

Jump to navigation Jump to search
277 bytes added ,  22:35, 4 April 2005
Status update
(Status update)
(Status update)
Line 1: Line 1:
== Status ==
== Status ==
The engine now runs with graphical output, partial input is implemented, still tons of glitches and unimplemented features. The code is also not endian-safe, JoostP is looking into this as time permits.
The engine now runs with graphical output, partial input is implemented, there are some minor graphical glitches and unimplemented features. It was played successfully up to 5th screen with no crash. Probably whole game is completable. The code is not endian-safe, JoostP is looking into this as time permits.


== Problematic places ==
== Problematic places ==
Line 9: Line 9:
* int32 *gob_curGobStateVarPtr and all gob_*Ptr variables. They all map directly into data, and have to be fixed.
* int32 *gob_curGobStateVarPtr and all gob_*Ptr variables. They all map directly into data, and have to be fixed.


== Showstoppers ==
== Showstoppers/Overall bugs ==
* Now it hangs in intro
* Lack of keyboard input doesn't let enter screen code.
* Routing table overflow after a certain amount of movements
* Lack of character output. Cutscenes and screen code miss text.
* Complete keyboard/mouse input
* Screen is not wiped out properly between fade in/fade outs
* Fade out leaves yellow background
* Menu cannot be called due to deficient keyboard input


== More on Endianness and Alignment ==
== More on Endianness and Alignment ==

Navigation menu