2004-03-21 02:11:12 +00:00
|
|
|
Here is a list of things we plan to do for the future. Note that we
|
|
|
|
don't promise to do any of these, nor when we will do them. It's just a
|
2004-03-21 02:23:03 +00:00
|
|
|
list of what we hope to be able to do one day.
|
2003-10-05 15:49:43 +00:00
|
|
|
|
2004-03-21 02:11:12 +00:00
|
|
|
If you want to dig in, this is the stuff where you might make the most
|
|
|
|
useful contribution. Note that this list is never complete, and may be
|
|
|
|
partially outdated, so just because you don't see something here doesn't
|
|
|
|
mean it is not important.
|
2004-02-09 01:20:45 +00:00
|
|
|
|
2004-03-21 02:11:12 +00:00
|
|
|
Before you start work on something, you might want to talk to somebody
|
|
|
|
from the team. This will help us to prevent double work, i.e. several
|
|
|
|
people working on the same stuff at once without knowing about each
|
|
|
|
other.
|
|
|
|
|
2004-03-21 02:23:03 +00:00
|
|
|
Finally, always make sure to check out our bug tracker and our feature
|
|
|
|
request tracker for things that need work
|
|
|
|
|
2004-03-21 02:11:12 +00:00
|
|
|
|
|
|
|
#######################################################################
|
|
|
|
# Docs, Web site
|
|
|
|
#######################################################################
|
|
|
|
|
|
|
|
General
|
|
|
|
========
|
|
|
|
* Add more doxygen comments. However, quality is preferable over quantity
|
|
|
|
* Add port specific user documentation (dreamcast/palm especially). That
|
|
|
|
would include things like:
|
|
|
|
- How to use ScummVM on system XYZ
|
|
|
|
- Which Palm / WinCE devices will run ScummVM, which definitely will not
|
|
|
|
run it (or with which limitations)?
|
2003-10-29 15:02:54 +00:00
|
|
|
* Update/enhance man page
|
2004-03-21 02:11:12 +00:00
|
|
|
* Write a high level overview of how ScummVM and its engines work?
|
|
|
|
|
|
|
|
README / Manual
|
|
|
|
===============
|
|
|
|
[Ender is working on a new multi-format manual/readme]
|
2003-10-29 15:02:54 +00:00
|
|
|
* Would be nice to have a HTML version of the README on the web page (and I
|
|
|
|
don't just mean a big <pre> section; rather I mean "real" HTML with links
|
|
|
|
and lists and tables etc.)
|
|
|
|
* Ideally, maybe we can convert the README to some meta format, and then from
|
|
|
|
that generate the text README, as well as a HTML one (and maybe also PDF?)
|
2003-11-02 02:14:51 +00:00
|
|
|
Some candidates:
|
|
|
|
- DocBook
|
|
|
|
- texinfo
|
2004-03-21 02:23:03 +00:00
|
|
|
- nroff/troff + PolyglotMan (http://polyglotman.sourceforge.net/)
|
2003-11-02 02:14:51 +00:00
|
|
|
- tbook (http://tbookdtd.sourceforge.net/)
|
|
|
|
- xml2doc (http://xml2doc.sourceforge.net/)
|
|
|
|
- ...
|
2003-10-29 15:02:54 +00:00
|
|
|
* Some parts of the README probably could stand a workover. Right now the
|
|
|
|
README is trying to be brief (it's "just" a README after all), but it really
|
|
|
|
is the closest thing we have to a proper ScummVM manual. So either we just
|
|
|
|
decide to turn it into a full blown manual, or maybe make a even shorter
|
|
|
|
README, and a MANUAL with full details, examples, screen shots etc.
|
2004-01-30 23:59:13 +00:00
|
|
|
* Restructure the contents of our README (our manual...) a bit. A rough and
|
|
|
|
incomplete draft of how that might look:
|
|
|
|
+ Introduction
|
|
|
|
- What is ScummVM
|
|
|
|
- History
|
|
|
|
- Contacting the developers
|
|
|
|
- Reporting bugs
|
|
|
|
+ Supported Platforms
|
2004-09-28 15:40:39 +00:00
|
|
|
- Windows, Linux, Mac OS X, WinCE, PalmOS, Dreamcast, ...
|
|
|
|
One section for each, indicating basic installation & usage.
|
|
|
|
Actually, we may not need this chapter at all, rather the
|
|
|
|
"Installation" and "Running ScummVM" chapters might be subdivided
|
|
|
|
as needed...
|
2004-01-30 23:59:13 +00:00
|
|
|
+ Supported Games
|
2004-09-28 15:40:39 +00:00
|
|
|
Here we list *all* supported games, with some information on each
|
|
|
|
like known problems, which versions are supported precisely,
|
|
|
|
where to get cutscene packs etc.
|
2004-01-30 23:59:13 +00:00
|
|
|
+ Getting started
|
|
|
|
- How to get ScummVM (binary, source)
|
2004-09-28 15:40:39 +00:00
|
|
|
- Compiling (with more detail than now); pointer to
|
|
|
|
the to-be-written "Developer's Guide to ScummVM"
|
2004-01-30 23:59:13 +00:00
|
|
|
- First steps (basic setup, getting a first game to run)
|
|
|
|
+ Running ScummVM
|
|
|
|
- Command line options
|
|
|
|
- Hot Keys
|
|
|
|
- Savegames
|
|
|
|
+ Configuration
|
|
|
|
- Using the launcher
|
|
|
|
- All config file switches in detail
|
|
|
|
- Graphics Filters
|
|
|
|
- Music and Sound (mostly like now; maybe under the 'Configuration' section)
|
|
|
|
+ Glossary? (explaining abbreviations etc.)
|
|
|
|
+ Credits
|
|
|
|
+ Index? (would be nice, for example 'fullscreen' would link to the hotkey,
|
|
|
|
the config file setting, and the command line option)
|
2004-09-28 15:40:39 +00:00
|
|
|
* Independant of that, create a "Developer's Guide to ScummVM"
|
|
|
|
which explains the ScummVM framework, and also the engines, i.e.
|
|
|
|
- stuff in common/, like the config manager etc.
|
|
|
|
- the backend API, and how to create new backends
|
|
|
|
- the sound system
|
|
|
|
- how to create a new engine
|
|
|
|
- a chapter for each engine, with as many/little details as the resp.
|
|
|
|
engine teams deem appropriate...
|
|
|
|
- ...
|
|
|
|
|
2003-10-29 15:02:54 +00:00
|
|
|
|
2004-02-16 20:35:42 +00:00
|
|
|
Web site
|
|
|
|
========
|
2004-03-21 02:11:12 +00:00
|
|
|
* Add the "Manual" / README to the site
|
2004-02-16 20:35:42 +00:00
|
|
|
* Redo the screenshots. Mostly this means adding more (and maybe removing or
|
|
|
|
replacing a few). What I have in mind are that we follow these guidelines
|
|
|
|
(which aren't set in stone nor laws, just guidelines :-)
|
2004-03-07 10:25:43 +00:00
|
|
|
- For each unique game, provide 2-3 screenshots
|
|
|
|
- Have at least one shot for each major variant of a game (with major variant
|
2004-02-16 20:35:42 +00:00
|
|
|
I mean visibly distinct versions, like Zak V1 vs. V2 vs. FM-TOWNS; or
|
|
|
|
Monkey Island EGA vs VGA vs CD).
|
|
|
|
If I am counting right, that should place us at about 2*(18+2+1+1+1)=46
|
|
|
|
screenshots, compared to the current 32 (and more if we start adding HE
|
|
|
|
games).
|
2004-12-21 02:07:40 +00:00
|
|
|
* Update the 'rescumm' FAQ once 0.7.0 is out
|
2003-09-06 20:27:06 +00:00
|
|
|
|
2004-03-21 02:11:12 +00:00
|
|
|
#######################################################################
|
|
|
|
# Common code, infrastructure
|
|
|
|
#######################################################################
|
|
|
|
|
|
|
|
General
|
|
|
|
=======
|
|
|
|
* Revise the way "quit" is handled. Maybe add a global variable "g_quit" which
|
|
|
|
we set when the application should be quit (e.g. when an EVENT_QUIT is
|
|
|
|
received). This is useful if multiple levels of event loops have to be ended
|
|
|
|
* Fix the Map<> template, make it more robust; maybe use a red-black tree?
|
|
|
|
* Make some generic "EventLoop" API/class which all backends and the GUI
|
|
|
|
use. Initially this would just call the backend poll_event() etc. methods.
|
|
|
|
But eventually the EventLoop object(s) could be made by the backend.
|
|
|
|
This may allow for more efficient CPU usage etc.
|
|
|
|
The current event handling model essentially is polling: the engines run
|
|
|
|
some kind of main loop, which, besides many other things, also polls and
|
|
|
|
dispatches events. The idea is to turn this around: the event loop
|
|
|
|
frequently gives the engine time to do these "other things".
|
2004-12-21 08:02:35 +00:00
|
|
|
* Try to reduce the memory footprint of the MPEG player. Right now it allocates
|
|
|
|
an 8 MB lookup table for YUV->RGB conversion. Perhaps we could borrow some
|
|
|
|
code from SDL's software implementation of YUV overlays. (It might even be
|
|
|
|
possible to expose some of SDL's YUV overlay API as an optional part of the
|
|
|
|
backend, but I don't know enough about it to get it to work. We'd still need
|
|
|
|
our own implementation as a fallback, though.)
|
2004-03-21 02:11:12 +00:00
|
|
|
|
|
|
|
Build System
|
|
|
|
============
|
|
|
|
* Add test(s) for backend usability in the configure script.
|
|
|
|
* Enhance the Makefile-based build system to support VPATH and stuff, so that
|
|
|
|
one can compile scummvm in a directory tree separate from the source tree.
|
|
|
|
That would make it possible to build ScummVM with different build options,
|
|
|
|
e.g. have one debug build and one optimized build.
|
|
|
|
Fingolfin implemented most of this; the only thing missing is that configure
|
|
|
|
should detect when it is run in a directory outside the source tree, and in
|
|
|
|
that case generate a custom Makefile, with content like this:
|
|
|
|
srcdir = /path/to/source/dir
|
|
|
|
vpath %.cpp $(srcdir)
|
|
|
|
vpath %.h $(srcdir)
|
|
|
|
include $(srcdir)/Makefile
|
|
|
|
* Allow automatic re-runs of configure (this would have to 'save' the values of
|
|
|
|
env vars like CXXFLAGS and also command line params)
|
|
|
|
* Add an install target to the Makefile - Copy binary, install manpage, add
|
|
|
|
menu items, install README. See also patch #891909 (Gnome/KDE .desktop file)
|
2003-12-17 23:49:57 +00:00
|
|
|
|
2003-09-06 20:27:06 +00:00
|
|
|
Audio
|
|
|
|
=====
|
2003-09-07 03:38:06 +00:00
|
|
|
* Get the high quality resample code to work
|
2003-09-06 20:27:06 +00:00
|
|
|
[Fingolfin has started work on this]
|
2004-12-18 11:12:33 +00:00
|
|
|
* Consider getting completely rid of the "master volume" (the config key,
|
|
|
|
the command line switch, in the GUI, and in the engines), it doesn't
|
|
|
|
seem to serve much of a purpose.
|
|
|
|
* Add "sound types" to the mixer; client code will be able to pass such a type
|
|
|
|
whenever registering an audio stream. Then, volume control will be changed
|
|
|
|
to be based on the sound type.
|
2004-12-21 00:59:40 +00:00
|
|
|
* Move the 'softsynth' MIDI drivers (adlib, MT32, ym2612) from backends/midi
|
|
|
|
to sound/ (or a new dir like sound/mididrivers or sound/softsynth).
|
|
|
|
This would solve bug #1083058; it'd also be more logical, since the portable
|
|
|
|
softsynths don't really belong into the backends/ dir, which is meant for
|
|
|
|
platform specific code.
|
2003-09-06 20:27:06 +00:00
|
|
|
|
2004-02-09 01:20:45 +00:00
|
|
|
Config Manager
|
|
|
|
==============
|
2003-10-04 22:45:20 +00:00
|
|
|
* Add a 'notification' system. E.g. the SoundMixer could request to be notified
|
|
|
|
whenever the value of the "volume" config option changes. In other words,
|
|
|
|
instead of a "pull" approach (where each subsystem has to check whether any
|
|
|
|
config option relevant to it has been changed) we use a "push" approach.
|
|
|
|
Of course the current approach is "push", too: whenever e.g. the volume
|
|
|
|
setting is changed, the code doing so has to updated the SoundMixer etc.
|
|
|
|
That's cumbersome, and error prone. Would be much nicer if updating the
|
|
|
|
volume config value automatically notifies the SoundMixer, iMuse etc.
|
2004-03-21 02:11:12 +00:00
|
|
|
|
|
|
|
Files
|
|
|
|
=====
|
|
|
|
* Add a FilesystemManager or FileManager or so which should unify and/or
|
|
|
|
replace the current File/FilesystemNode classes (and maybe SaveFileManager).
|
|
|
|
The goal is to make these things as portable as possible while keeping it
|
|
|
|
easy to use for the coder. Some new functionality we need:
|
|
|
|
- check for existence of file/directory
|
|
|
|
- check whether given directory is readable/writeable
|
|
|
|
- convert FSNode into a string representation (for prefs file)
|
|
|
|
- convert said string representation back to FSNode
|
|
|
|
Of course that can be added w/o a FileManager class, too - but it might be
|
|
|
|
nice to have all of these integrated.
|
|
|
|
|
|
|
|
GUI
|
|
|
|
===
|
2004-12-18 17:19:56 +00:00
|
|
|
* Remove hard coded 320x200 assumptions, use game screen size
|
2004-03-21 02:11:12 +00:00
|
|
|
* Add ability to scale GUI (ie. to make the GUI less tiny in COMI)
|
|
|
|
* Remove code duplication between EditTextWidget and ListWidget (i.e. text
|
|
|
|
editing code; maybe we can factor that out into a common base or aggregate
|
|
|
|
class... not yet sure).
|
|
|
|
* Fix EditTextWidget::drawCaret and ListWidget::drawCaret support for alternate
|
|
|
|
fonts (the current code overdraws chars partly, and relies on the fact that
|
2004-12-18 17:19:56 +00:00
|
|
|
our default built-in font has a separation pixel column on the *left* side;
|
2004-03-21 02:11:12 +00:00
|
|
|
most other bitmap fonts have it on the right, though). To this end, we maybe
|
|
|
|
should backup the background before drawing the caret, and restore it when
|
|
|
|
erasing the caret.
|
2004-09-28 15:40:39 +00:00
|
|
|
* Eye candy: add a nice credits scroller to the AboutDialog class, which then
|
|
|
|
displays (scrolling) all the ScummVM credits...
|
2004-12-18 17:19:56 +00:00
|
|
|
* Add a new "options" dialog which is used by all frontends: for this, we'd
|
|
|
|
agree on a hotkey used in all engines to invoke that dialog; it would sport
|
|
|
|
settings for the volume, graphics, paths, etc.; it would co-exist with the
|
|
|
|
engines "native" option dialogs.
|
|
|
|
The about dialog would be reachable from here, too, as well as a quit button.
|
|
|
|
Justification: This ensures that all settings are really reachable from
|
|
|
|
all of the engines, which is not the case currently.
|
2004-12-21 00:59:40 +00:00
|
|
|
Problem: It's not fully clear to me how to "best" deal with global vs. local
|
|
|
|
settings here...
|
2004-03-21 02:11:12 +00:00
|
|
|
|
|
|
|
Launcher
|
|
|
|
========
|
|
|
|
* Add more options to global options dialog
|
|
|
|
* Add more options to game target options dialog
|
|
|
|
|
2004-12-18 17:19:56 +00:00
|
|
|
Plugins
|
|
|
|
=======
|
|
|
|
* Add a plugin API that allows querying a plugin for the savegames associated
|
|
|
|
with a given game; that is, you pass the name of a target from the config
|
|
|
|
to the plugin, and it returns a list of savegames. How that list would look
|
|
|
|
like exactly is debatable; but it should be possible to extract a user
|
|
|
|
friendly name; a slot ID corresponding to the "-x" command line param;
|
|
|
|
and possibly a filename.
|
|
|
|
Justification: This API would make it possible to directly load savegames
|
|
|
|
from the launcher.
|
2004-03-21 02:11:12 +00:00
|
|
|
|
|
|
|
#######################################################################
|
|
|
|
# Engines / frontends
|
|
|
|
#######################################################################
|
|
|
|
|
|
|
|
General
|
|
|
|
=======
|
|
|
|
* Fix engines so they clean up after themselves, to allow proper re-entry
|
|
|
|
to the launcher. See "FIXME: LAUNCHERHACK" in base/main.cpp
|
2003-09-06 22:44:40 +00:00
|
|
|
|
2003-09-06 20:27:06 +00:00
|
|
|
SCUMM
|
|
|
|
=====
|
2003-09-07 03:38:06 +00:00
|
|
|
* Make it possible to restart games properly
|
2004-03-21 02:11:12 +00:00
|
|
|
* Add method of setting initial debug channels from command-line
|
2004-03-21 02:23:03 +00:00
|
|
|
* Possible implement a new resource manager, which then also could be shared
|
|
|
|
by ScummEX. [Jamieson has some ideas about this and might work on it|
|
|
|
|
|
2004-03-21 02:11:12 +00:00
|
|
|
* Figure out how to extract resources from Apple II and Commodore 64 versions
|
2004-09-29 11:33:28 +00:00
|
|
|
See also <http://www.mts.net/~kbagnall/commodore/scumm/> for some notes on
|
|
|
|
the SCUMM C64 disk format.
|
2004-03-21 02:11:12 +00:00
|
|
|
* Figure out how to extract resources from Turbografx/PC Engine version of Loom
|
|
|
|
* Indiana Jones and the Last Crusade EGA: Add inventory support for Macintosh version
|
2004-03-29 09:25:34 +00:00
|
|
|
* Loom EGA: Add support for music and sound effects in Macintosh version
|
2004-03-21 02:11:12 +00:00
|
|
|
* Add support for NES version of Maniac Mansion
|
2003-09-07 03:38:06 +00:00
|
|
|
* Add support for handling Kanji in FM Towns games (foreground is rendered on a
|
2003-10-05 04:21:05 +00:00
|
|
|
second plane at 640x480), text uses Shift_JIS encoding
|
2004-02-14 02:36:58 +00:00
|
|
|
[implementation now that currently depends on font rom, not needing the rom
|
|
|
|
would be preferable]
|
2004-03-21 02:23:03 +00:00
|
|
|
|
2003-10-12 00:12:54 +00:00
|
|
|
* Add support for TFMX music format in Amiga version of Monkey Island 1
|
2003-11-14 07:41:46 +00:00
|
|
|
Check http://darkstar.tabu.uni-bonn.de/~neo/audio.html for music format
|
|
|
|
details
|
2004-03-07 10:25:43 +00:00
|
|
|
* Add tool and support for compress *.la* file resources (ex. sounds) to fit
|
|
|
|
on small devices
|
|
|
|
* Fix codec44 for nut fonts
|
|
|
|
* iMUSE Digital:
|
|
|
|
- Add code for MP3 and Ogg Vorbis compressed datafiles
|
2004-03-21 02:23:03 +00:00
|
|
|
* Humongous Entertainment Games
|
2004-08-14 04:10:29 +00:00
|
|
|
- Add proper handling of sound looping in Humongous games
|
2004-07-14 00:19:37 +00:00
|
|
|
- Add sound pitch support for piano keys in piano mini game of fbear (DOS)
|
2004-03-21 02:23:03 +00:00
|
|
|
- Add rename/delete file support, to make file opcodes function correctly
|
2004-10-08 01:08:19 +00:00
|
|
|
- Fix nukeArrays, it is nuking wrong arrays in stopObjectCode() sometimes
|
2004-06-23 11:25:13 +00:00
|
|
|
* Humongous entertainment >= v7 titles:
|
2004-10-12 04:26:02 +00:00
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- Add support for palette slots (_numPalettes * 1024) in HE99+ games.(For ff5demo/freddicove)
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- Add mask support to akos codec32, charset shouldn't be drawn under moving actors
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- Add support for song sync. in HE80+ games. (Used in ff2-demo/freddi2/pajama)
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- Add support for SBNG sound resources for songs ^
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- Add support for sprites (Used by all HE90+ games, especially Spy Fox games)
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2004-10-01 11:25:25 +00:00
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- Add support for wizImage compression types 2/3 (For freddicove)
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2004-09-29 01:04:28 +00:00
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- Add support for additional drawWizImage flags (cyx)
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- Add support for additional aux animation resources (cyx)
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(^ Need to find where they are used)
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- Add shadows support for akos codecs in HE90+ games, uses XMAP resources.
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- Add addtional arrayOps cases (For smaller/lost).
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- Add support for array sorting (Need to find where it is used).
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2004-10-12 04:26:02 +00:00
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- Fix actor glitches in pajama2
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2004-09-13 22:47:01 +00:00
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- Fix array issues in Buzzy games (Kirben)
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2004-09-29 01:04:28 +00:00
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- Fix inventory background/items disappearing in puttzoo/zoodemo/putttime/timedemo
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2004-08-28 04:02:49 +00:00
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- Add support for various new opcodes
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2004-02-21 19:03:16 +00:00
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2003-09-07 03:08:59 +00:00
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Broken Sword 2
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==============
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2003-11-14 07:41:46 +00:00
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* Enforce ScummVM code formatting guidelines. (Mostly done?)
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* Encapsulate the code into sensible objects. (Partly done.)
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* Enable the CD swapping code. (Partly done.)
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2004-01-13 17:29:01 +00:00
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* Support cutscenes in some kind of open video format. (Partly done.)
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2003-12-31 13:14:37 +00:00
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* Fix the credits so they look more like the original. (Did we ever get the
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source code for that?)
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2003-09-07 03:38:06 +00:00
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SIMON
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=====
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2003-12-27 06:53:22 +00:00
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* Add support for dictionary files in Amiga and Macintosh versons of
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Simon the Sorcerer 2
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2003-10-12 00:12:54 +00:00
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* Add support for Protracker music format used in Amiga versions
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2003-12-27 06:53:22 +00:00
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* Add support for drawing main graphics correctly in Amiga versions
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2003-11-10 21:29:28 +00:00
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2004-05-02 02:46:41 +00:00
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SAGA
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====
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* Remove any traces of the additional level of abstraction reinherit used
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* Remove homerolled high level data structures like stacks that should
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be provided by ScummVM if they aren't already.
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2004-09-28 18:36:16 +00:00
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* OO'ify (blah_mod.h contains public stuff, blah.h private stuff) [almost done]
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2004-05-02 07:14:17 +00:00
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* Implement unimplemented opcodes
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2004-09-28 18:36:16 +00:00
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* Remove use of floating point, especially doubles.
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2004-09-28 17:54:41 +00:00
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* Change SData so that its buffers point to the appropriate data.
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2004-10-12 14:22:52 +00:00
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(eriktorbjorn - mostly done; the script "static" buffer is still wrong)
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2004-12-15 00:25:46 +00:00
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* Rewrite path finder (h00ligan)
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* Eliminate script semaphores and use flags instead
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2004-09-28 18:36:16 +00:00
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* Add sound/voices compression. Should _considerably_ save space.
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2004-10-27 02:30:29 +00:00
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* Add support for Mac versions. All data is in BE mode and structures are aligned.
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2004-12-15 00:25:46 +00:00
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(h00ligan, partly done)
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2004-10-21 08:18:48 +00:00
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* Fix the usage of Rect so that it's more consistent with the rest of ScummVM,
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e.g. a rectangle covering the entire ITE screen should have right=320 and
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2004-10-22 07:22:17 +00:00
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bottom=200. (eriktorbjorn, partly - mostly? - done)
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2004-09-28 18:36:16 +00:00
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* Support various demo versions
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* Support IHNM
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2004-10-21 11:22:26 +00:00
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* Add the Wyrmkeep folks to the credits section of our README so we can thank
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them properly for... Well, whoever negotiated the deal with them will have
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to write up something approrpriate here. I don't know enough about it myself.
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2003-09-27 20:30:46 +00:00
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2004-03-21 02:11:12 +00:00
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#######################################################################
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# Backends
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#######################################################################
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General
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=======
|
2003-10-02 22:52:57 +00:00
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* Several of the backend factory functions take config parameters. It should
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be possible to get rid of those once the config system rewrite (see above)
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has been done. In that case, the backends simply can query the config
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manager for these parameters (or any others they might like :-).
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2004-03-21 02:11:12 +00:00
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* Change backends to directly access the config manager
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2003-10-05 15:04:25 +00:00
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* Add API to query backend for a list of available music engines
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Useful for Options dialog
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2004-03-21 02:11:12 +00:00
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* Sony PS2 Port
|
2004-03-21 02:23:03 +00:00
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* Update PalmOS port to run on PalmOS based Zodiac handheld
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[Chrilith is working on this via a Zodiac simulator]
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2004-03-21 02:11:12 +00:00
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* EPOC32/Symbian port. Might be able to start based on existing P800 port,
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however that code seems to be old and would need extensive work to be
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usable in post-0.6.0 ScummVM. Note: NGage uses Symbian OS, too...
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2004-03-21 02:23:03 +00:00
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* MS DOS port using Allegro <http://www.talula.demon.co.uk/allegro/> and
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DJGPP <http://www.delorie.com/djgpp/> ?
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* Intent <http://withintent.biz/> port (already done by David Given, merge?)
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2004-03-21 02:11:12 +00:00
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* Digita OS port? (play games on a select few digital cameras...)
|
2004-03-21 02:23:03 +00:00
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<http://digita.mame.net/reviews.htm>
|
2003-10-02 22:52:57 +00:00
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|
2003-11-04 12:47:25 +00:00
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X11 backend
|
|
|
|
===========
|
2004-03-21 02:11:12 +00:00
|
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* Update it to support the latest OSystem changes
|
2003-11-04 12:47:25 +00:00
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* Make it work with multiple bitdepths
|
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|
* Add frills used by SDL backend like graphic filters usage and CD audio
|
2004-03-21 02:11:12 +00:00
|
|
|
|
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|
|
#######################################################################
|
|
|
|
# Tools
|
|
|
|
#######################################################################
|
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|
|
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|
Descumm
|
|
|
|
=======
|
|
|
|
* Turn it into a library, to be used by a command line frontend (like now),
|
|
|
|
ScummVM debugger, and ScummEX. Basically, the API could consist of a single
|
|
|
|
function, which takes a pointer to a memory buffer, its length, the Scumm
|
|
|
|
version and optionally a game id. Also, it would get a pointer to a print
|
|
|
|
function (in the case of the CLI tool, print to stdout; for ScummVM, print
|
|
|
|
to our GUI console; for ScummEX, append to some window/widget)
|
|
|
|
* Rewrite code to use 2 passes; first pass builds an intermediate graph, the
|
|
|
|
second pass then tries to detect loops, break/continue statements etc.
|
|
|
|
* Proper implementation of o6_startObjectQuick decompilation (see comment in
|
|
|
|
descumm6.c). May requre rewrite of core program logic
|