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c4528ac022
svn-id: r12293
201 lines
10 KiB
Plaintext
201 lines
10 KiB
Plaintext
General
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=======
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* Add plugin system (both dynamic & static plugin support)
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[if you want to work on it, ask Fingolfin about this, he already has done
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some planning. Also make sure that your system support 'static' plugins, too]
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* Revise the way "quit" is handled. Maybe add a global variable "g_quit" which
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we set when the application should be quit (e.g. when an EVENT_QUIT is
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received). This is useful if multiple levels of event loops have to be ended
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* Fix the Map<> template, make it more robust; maybe use a red-black tree?
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* Allow for return-to-launcher instead of a normal "quit" ?
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* Make some generic "EventLoop" API/class which all backends and the GUI
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use. Initially this would just call the backend poll_event() etc. methods.
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But eventually the EventLoop object(s) could be made by the backend.
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This may allow for more efficient CPU usage etc.
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The current event handling model essentially is polling: the engines run
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some kind of main loop, which, besides many other things, also polls and
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dispatches events. The idea is to turn this around: the event loop
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frequently gives the engine time to do these "other things".
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* Remove "detectname" from GameSettings struct. On the long run, "midi" and/or
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"features" might be removed, too.
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* Enhance the Makefile-based build system to support VPATH and stuff, so that
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one can compile scummvm in a directory tree separate from the source tree.
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That would make it possible to build ScummVM with different build options,
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e.g. have one debug build and one optimized build.
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* Add a FilesystemManager or FileManager or so which should unify and/or
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replace the current File/FilesystemNode classes (and maybe SaveFileManager).
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The goal is to make these things as portable as possible while keeping it
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easy to use for the coder. Some new functionality we need:
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- check for existence of file/directory
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- check whether given directory is readable/writeable
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- convert FSNode into a string representation (for prefs file)
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- convert said string representation back to FSNode
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Of course that can be added w/o a FileManager class, too - but it might be
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nice to have all of these integrated.
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* Get rid of the hardcoded (sub)directory list in the File class. At the very
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least, that list should be set by the engine (since not all engines need all
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of the subdirs). Better would be to introduce a somewhat higher level API,
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a replacement for File::open() which (optionally) takes a list of subdirs.
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E.g. for Scumm, only certain files are to be expected in the VIDEO subdir).
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* Add test(s) for backend usability in the configure script.
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Documentation
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=============
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* Update/enhance man page
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* Would be nice to have a HTML version of the README on the web page (and I
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don't just mean a big <pre> section; rather I mean "real" HTML with links
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and lists and tables etc.)
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* Ideally, maybe we can convert the README to some meta format, and then from
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that generate the text README, as well as a HTML one (and maybe also PDF?)
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Some candidates:
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- DocBook
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- texinfo
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- nroff/troff + PolyglotMan (http://polyglotman.sourceforge.net/)
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- tbook (http://tbookdtd.sourceforge.net/)
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- xml2doc (http://xml2doc.sourceforge.net/)
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- ...
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* Some parts of the README probably could stand a workover. Right now the
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README is trying to be brief (it's "just" a README after all), but it really
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is the closest thing we have to a proper ScummVM manual. So either we just
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decide to turn it into a full blown manual, or maybe make a even shorter
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README, and a MANUAL with full details, examples, screen shots etc.
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* Add more doxygen comments. However, quality is preferable over quantity
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GUI
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===
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* LAUNCHER: add more options to global options dialog
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* LAUNCHER: add more options to game target options dialog
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* Remove hardcoded 320x200 assumptions, use game screen size
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* Add ability to scale GUI (ie. to make the GUI less tiny in COMI)
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Game Detector
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=============
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* Make use of MD5 sums for improved game detection
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-> in particular, a detector should be allowed to return detected
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values for language and platform
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* Improve the detector for games with all datafiles in subdirs (i.e.
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Broken Sword 1 & 2). This could work by letting the detector proc recurse
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into sub directories...
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Audio
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=====
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* Get the high quality resample code to work
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[Fingolfin has started work on this]
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* Add a command line/config file option for the output sample rate (to allow
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for output sample rates other than 22050 Hz, e.g. 44100). Code should do
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sanity checking (e.g. restrict to rates between 8000 - 65535 Hz)
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* Clean up the "premixer mess": instead of having a custome premixer hook, add
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a "callback channel" or something like this. This removes special cases from
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the code, and it also makes it possible to apply sound rate conversion to
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premixers, which makes it easier to write and maintain a premixer proc.
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Config
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======
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* Preserve comments in config file somehow
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* Add a 'notification' system. E.g. the SoundMixer could request to be notified
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whenever the value of the "volume" config option changes. In other words,
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instead of a "pull" approach (where each subsystem has to check whether any
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config option relevant to it has been changed) we use a "push" approach.
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Of course the current approach is "push", too: whenever e.g. the volume
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setting is changed, the code doing so has to updated the SoundMixer etc.
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That's cumbersome, and error prone. Would be much nicer if updating the
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volume config value automatically notifies the SoundMixer, iMuse etc.
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* Change backends to directly access the config manager
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SCUMM
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=====
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* Fix C64 costume code
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* Make it possible to restart games properly
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* Add support for handling Kanji in FM Towns games (foreground is rendered on a
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second plane at 640x480), text uses Shift_JIS encoding
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* Figure out how to extract resources from Apple II and Commodore 64 versions
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* Document and fix AKOS differences in Humongous Entertainment games
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* Support various newer Humongous Entertainment games
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* Implement file related opcode stubs needed for Humongous games
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* Add support for graphics codecs used in 3DO versions of Humongous games
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* Proper handling of .tlk files for Humongous games
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* Implement the needed INSANE bits for Full Throttle action sequences
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* Add fully implementation of iMUSE Digital for The Dig, COMI and FT
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* Try to remove all use of MAD/Ogg code from scumm/sound.cpp:
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Ideally, only code in sound/ should access these libs. This will
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become important for loadable module support
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* Add support for TFMX music format in Amiga version of Monkey Island 1
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Check http://darkstar.tabu.uni-bonn.de/~neo/audio.html for music format
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details
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* Add support for sound effects format found in Sega CD version of Monkey
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Island
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* Rename scummvm.cpp to scumm.cpp for consistency. [Fingolfin is working on
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this, please don't do anything about this before talking to him].
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1) Try to get scummvm.cpp fixed for ViewCVS [in progress!]
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2a) If 1) succeeded, file SF.net CVS file rename request
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2b) If 2) failed, do brute force file rename (cp && cvs add && cvs rm)
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3) Adjust Makefile and project files to use the new name
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* Possible implement a new resource manager, which then also could be shared
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by ScummEX. [Jamieson has some ideas about this and might work on it|
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* Support all Mac games without needing rescumm. These games being: dott,
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samnmax, dig & ft. See above point.
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* COMI: Implement voice & music lip sync (see patch #671104 & bug #755826)
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* COMI: Fix setActorChoreLimbFrame opcode (see bug #754419, "Wally's Fake
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piratehook still on ground after pick up")
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* V7-8 games: Implement smooth horizontal scrolling (instead of scrolling in
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increments of 8 pixels). See bug #629417.
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* Implement o6_actorOps case 218 as used in Humongous games
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* Implement localizeArray opcode as used in Humongous games
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* Add method of setting initial debug channels from command-line
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Broken Sword 2
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==============
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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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* Support cutscenes in some kind of open video format.
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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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* Compressed speech / music clusters. (Some work done, but not in CVS yet.)
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SIMON
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=====
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* Add support for debugger interface
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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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* Add support for Protracker music format used in Amiga versions
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* Add support for drawing main graphics correctly in Amiga versions
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Descumm
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=======
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* Turn it into a library, to be used by a command line frontend (like now),
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ScummVM debugger, and ScummEX. Basically, the API could consist of a single
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function, which takes a pointer to a memory buffer, its length, the Scumm
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version and optionally a game id. Also, it would get a pointer to a print
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function (in the case of the CLI tool, print to stdout; for ScummVM, print
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to our GUI console; for ScummEX, append to some window/widget)
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* Rewrite code to use 2 passes; first pass builds an intermediate graph, the
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second pass then tries to detect loops, break/continue statements etc.
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Backends
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========
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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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* Add API to query backend for a list of available music engines
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Useful for Options dialog
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* Add API to query backend for a list of available scalers/screenmodes
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(that is, a list of user presentable names, and corresponding
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PROP_SET_GFX_MODE values). This is useful for the options dialog
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* Add PROP_GET_GFX_MODE (mirroring PROP_SET_GFX_MODE)
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* Consider replacing the PROP_TOGGLE_* properties with GET/SET ones ->
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this allows more control over these properties (like, it allows the GUI to
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display checkboxes for these in the options dialog)
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SDL backend
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===========
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* Fix the "auto dirty rect" computing code - in particular, use a proper
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checksum algorithm, this should solve many of the problems with some luck
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X11 backend
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===========
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* Verify that it still actually works
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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
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