Difference between revisions of "TODO"

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(Looks like you already can set your own instrument in the Adlib driver.)
(Added note about Adlib sound effects in early games.)
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* Clean up class Gdi. This class right now mostly is about decoding various graphic formats. However some other functionality has crept into it, too. It would be nice if class Gdi would only contain the GFX decoding code, and nothing else (assuming that is feasible w/o too much trouble). OTOH, the code which is responsible for managing virtual screens, rendering virtual screens to the real display etc. could be grouped into a new class (e.g. VSManager or so).
* Clean up class Gdi. This class right now mostly is about decoding various graphic formats. However some other functionality has crept into it, too. It would be nice if class Gdi would only contain the GFX decoding code, and nothing else (assuming that is feasible w/o too much trouble). OTOH, the code which is responsible for managing virtual screens, rendering virtual screens to the real display etc. could be grouped into a new class (e.g. VSManager or so).
* Reduce kMD5FileSizeLimit from 1MB to e.g. 80 kb (this will force us to recompute the MD5 for the mac bundles, but hopefully nothing else)
* Reduce kMD5FileSizeLimit from 1MB to e.g. 80 kb (this will force us to recompute the MD5 for the mac bundles, but hopefully nothing else)
* There seems to be some loop/repeat mechanism in old Adlib sound effects that we do not handle. [http://vogons.zetafleet.com/viewtopic.php?t=8644 This thread] has some discussion, and recordings. Two good examples are the door opening sound in Indy 3 and Monkey Island 1 (floppy), and the typewriter sound in Indy 3.


==== SCUMM C64 ====
==== SCUMM C64 ====