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| {{User| | | {{User| |
| handle=Buddha^| | | handle=Buddha^| |
| name=Kari Salminen|
| | name=Kari Salminen| |
| memberSince=2007-04-12| | | memberSince=2007-04-12 (Retired)| |
| workingOn=[[AGI|AGI engine]]|
| | workingOn=[[AGI|AGI]] and [[Cine|Cine]] engines (Retired)| |
| email=kari dot salminen at gmail dot com | | blog=[http://buddhahacks.wordpress.com/ blog]| |
| | email=- |
| }} | | }} |
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| I am a Google Summer of Code 2007 participant working on ScummVM's AGI engine.
| | = Retired = |
| [http://code.google.com/soc/scummvm/appinfo.html?csaid=F91A47F5BDEF4F9E (My GSoC 2007 application abstract)]
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| The project diary is where I put more verbose stuff about my GSoC 2007 workings.
| | '''I officially retired from ScummVM development on 5th of September, 2018.''' |
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| * [[User:Buddha%5E/GSoC2007-ProjectDiary|My project diary for GSoC 2007]]
| | This page is here only for archival purposes. |
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| == ToDo == | | == Google Summer of Code 2008 == |
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| [[AGI/TODO|AGI engine's TODO]] | | I was working on the [[Cine|Cine engine]] to add support for [[Operation Stealth|Operation Stealth]]. |
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| * Fix priority screen showing (For debugging) in AGI256 and AGI256-2 mode | | * [http://code.google.com/soc/2008/scummvm/appinfo.html?csaid=57978D5CF6FE58DC My GSoC 2008 application abstract] |
| ** Pretty much done, only ego's priority showing still missing | | * [http://buddhahacks.wordpress.com/ My GSoC 2008 project diary blog] |
| * Write documentation for AGI256 and AGI256-2 hacks
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| * Disable CGA rendering for AGI256 and AGI256-2 games
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| == Thinking about adding == | | Operation Stealth isn't officially supported as of 2018-09-05 but according to digitall it is completable with graphical glitches (See forum [http://forums.scummvm.org/viewtopic.php?t=14362 thread] and Cine-engine's [http://wiki.scummvm.org/index.php/Cine/TODO TODO]). |
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| * Create new functionality for loading 256 color palettes (Could be aptly named AGIPAL256)
| | == Google Summer of Code 2007 == |
| ** And possibly hack it also into AGI256-2's AGI.EXE (Would this be useful?)
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| At the moment AGI256 and AGI256-2 games have a static 256 color palette, so I think this would be a nice addition.
| | During summer of 2007 I participated in the Google Summer of Code and worked on |
| Thinking about a similar way as as AGIPAL, but this time using shake_screen command's values
| | ScummVM's AGI engine. |
| 110+ and using filenames like pal256.110 etc. Or another way would be to add a palette into the end
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| of an AGI256 picture resource and setting that as the current palette when loading the picture resource.
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| == Currently working on (Last updated on 2007-06-21) == | | * [http://code.google.com/soc/2007/scummvm/appinfo.html?csaid=F91A47F5BDEF4F9E My GSoC 2007 application abstract] |
| | * [[User:Buddha%5E/GSoC2007-ProjectDiary|Archive of my GSoC 2007 project diary]] |
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| Got AGI256 and AGI256-2 support done just now,
| | == Final development ideas for [[AGI|AGI]] == |
| haven't decided yet what to do next.
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| == Things done during GSoC 2007 ==
| | * Map Apple IIGS AGI games' MIDI instruments to General Midi and/or Roland MT-32 |
| | | * Add option for always adding Slow/Normal/Fast/Fastest to AGI games' menus |
| 2007-05-29:
| | ** This isn't present e.g. in Apple IIGS version of Black Cauldron |
| | | ** Do the scripts only add speed controls if vComputer isn't AppleIIGS? |
| * Took screenshots for AGI games (Almost all of the officials + a couple of fanmades) | | * Do some ''funky'' stuff to convert AGI games to support different aspects ratios besides 320:200 (e.g. 16:9 or 21:9) |
| * Made thumbs for different AGI game series | | ** Using a form of content-aware scaling and possibly somehow correcting horizontal values in scripts from 0-159 to 0-X where X <= 255 |
| ** Example: Larry's head for the Larry series, Sarien head for the Space Quest series | | * If Apple IIGS AGI games all work correctly in ScummVM then perhaps GOG could legally sell and support them using ScummVM? |
| | | ** This way more people could be made aware of the most aurally advanced (Including MIDI and samples) AGI game versions i.e. the Apple IIGS versions |
| 2007-06-06:
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| * Implemented classes for loading and parsing WinAGI's *.wag files
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| ** WagProperty class
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| *** Encapsulates a single property from a *.wag file (It usually has several in it).
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| ** WagFileParser class | |
| *** Loads and parses a *.wag file into WagProperty objects. | |
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| 2007-06-08:
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| * Finished the current implementation of fallback detection for the AGI engine. | |
| ** This now uses WinAGI's *.wag file parsing as a part in its detection routine.
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| 2007-06-21:
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| * Implemented AGI256 and AGI256-2 support into the AGI engine. | |
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| 2007-06-25:
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| * Made a workaround for Gold Rush's intro skipping [http://sourceforge.net/tracker/index.php?func=detail&aid=1737343&group_id=37116&atid=418820 bug #1737343]
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| 2007-06-26:
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| * Fixed game saving & restoring with AGI256 and AGI256-2 games | |
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| 2007-07-10:
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| * Implemented support for Amiga-style colored options ([http://sourceforge.net/tracker/index.php?func=detail&aid=657645&group_id=24759&atid=382573 FR #657645]) | |