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43 lines
2.3 KiB
Plaintext
43 lines
2.3 KiB
Plaintext
NOTE:
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-------
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Some of the TODOs should be done AFTER the whole game logic is implemented
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else the game disasm and reimplemtation code become even more different
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(unless I decide it's ok to do it :)
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TODOs which can be done any time:
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-----------------------------------
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- Give placeholder stuff (e.g. sub?????, _flag??? etc.) better fitting names
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- Use CursorMan for the mouse cursor (instead of using it like a normal sprite)
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- This whould make it neccessary to call _system->updateScreen more often else
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the mouse movement would be choppy
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- Cleanup
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- Clean up staticdata structs to look more like the ones in create_neverhood
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(e.g. by using template classes etc.)
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- Or use a common base class and manage all stuff in one single table and cast stuff accordingly
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TODOs which should be done only after the game logic is finished:
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-------------------------------------------------------------------
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- Implement clever sprite redrawing code (dirty rectangles, microtiles etc.), only redraw what's neccessary
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- Rework sound system (I don't like that SoundResources need to be explicitly initialized in Scene constructors)
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- Should be just a handle object which initializes itself
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- Play routine should fill the handle so it can be stopped/queried later
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- Basically like ScummVM own sound handles
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- Rework the resource system
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- The current system can be simplified a lot
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- Also resource purging needs to be implemented
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- RE and implement yet unknown music/sound stuff
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- Implement game menus
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- Maybe rework organization of files (e.g. put ALL Sprites into one separate file, same with Modules and Scenes)
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- This would solve the problem of how to organize stuff which is used several times, and less headers would have to be included
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- The move special scenes (SmackerScene) into the scenes file
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- Maybe merge CollisionMan with Scene (since it's so far never used independently)
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TODOs which are experimental:
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-------------------------------
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NOTE: Since they affect the whole game, they really should be only implemented once the full game logic is implemented.
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These are nothing more than wild ideas for now, any might never be implemented.
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- Use states instead of separate callback methods
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- Try to move more stuff to neverhood.dat
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- Try to use more template functions instead of manually creating functions
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(Can be coupled with the above to move parameters to the dat and only use IDs)
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