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Difference between revisions of "Summer of Code/GSoC2012"

Add WME and testing framework, remove some reference to 2011, update some links
(Add the first two GSoC 2012 tasks)
 
(Add WME and testing framework, remove some reference to 2011, update some links)
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This pages lists students and projects for the [http://socghop.appspot.com/gsoc/program/home/google/gsoc2011 Google Summer of Code 2011]. See also Google's [http://socghop.appspot.com/gsoc/org/home/google/gsoc2011/scummvm ScummVM organization info] page.
This pages lists students and projects for the [http://www.google-melange.com/gsoc/org/google/gsoc2012/scummvm Google Summer of Code 2012].


== Saving anywhere ==
== Saving anywhere ==
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== Scaler Plugin System ==
== Scaler Plugin System ==
;Student: [[User:Singron|Singron]]
;Student: [[User:Singron|Eric Culp]]
;Mentors: [[User:LordHoto|Johannes Schickel]]
;Mentors: [[User:LordHoto|Johannes Schickel]]
;Code: (TBD)
;Code: (TBD)
;Outcome: (partial) Success. The code is still being polished
;Outcome: (partial) Success. The code is still being polished
;Technical Contacts: [[User:Sev|Eugene Sandulenko]], [[User:LordHoto|Johannes Schickel]]
;Original task description:
;Original task description:
''Technical Contact'': [[User:Sev|Eugene Sandulenko]], [[User:LordHoto|Johannes Schickel]]


Our SDL-based backends (a backend is roughly equivalent to a 'port'), such as the one used by default on desktop machines, use 2D scaler functions to 'scale up' the game screen to a larger size, such as plain 2x/3x scalers and HQ2x/HQ3x.
Our SDL-based backends (a backend is roughly equivalent to a 'port'), such as the one used by default on desktop machines, use 2D scaler functions to 'scale up' the game screen to a larger size, such as plain 2x/3x scalers and HQ2x/HQ3x.
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See [[OpenTasks/Generic/Scalers]] for more details
See [[OpenTasks/Generic/Scalers]] for more details
== Testing Framework for ScummVM ==
;Student: [[User:Jakimushka|Danil Ishkov]]
;Mentors: [[User:Sev|Eugene Sandulenko]]
;Code: (TBD)
;Outcome: (partial) Success. The code is still being polished
;Original task description:
The number of ScummVM supported games grows with each release. Since 0.8.0 we are performing extensive prerelease testing. Basically, it is game replaying to find regressions. This becomes a somewhat tiresome process and takes up a lot of time.
In fact there should be no changes in the gameplay in most cases, so event recording and proper replaying should be enough. There is some code for that based on the action recorder patch, but the recordings are not played consistently. The main problem is that there is no guarantee of the events to be in sync with other engine parts, so the playback may deviate, depending on the machine speed.
See [[OpenTasks/Generic/Add_Testing_Framework_Engines]] for more details
== Wintermute integration in ScummVM ==
;Student: [[User:Somaen|Einar Johan Trøan Sømåen]]
;Mentors: [[User:Strangerke|Arnaud Boutonné]]
;Code: (TBD)
;Outcome: (partial) Success. Code has been merged in Master.
;Technical contacts: [[User:Strangerke|Arnaud Boutonné]], [[User:Sev|Eugene Sandulenko]]
;Original task description:
The Wintermute Engine (WME) is a set of tools for creating and running graphical adventure games. It's originally MS-Windows oriented, and lets the user create 2D, 2.5D (using 3D characters in a 2D environment) and 3D games for free. During the first semester of 2011, a WME developer, Mnemonic, created WME Lite in a move to make WME more portable. WME Lite runs "only" WME 2D and 1rst person games with a sub-set of available features, and runs on Windows, iOS and MacOS.
After some discussion with Mnemonic, it appears that the engine should be backward compatible, and that development since the last version (v1.9.1, on 1/1/2010) has been slow, so it's a good time to work on the integration of the Wintermute Engine (2D) into ScummVM. This will be based on WME Lite sources, available on Google Code.
See [[OpenTasks/Engine/Wintermute]] for more details