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5645fa4266
svn-id: r10739
144 lines
7.4 KiB
Plaintext
144 lines
7.4 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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* add iterators to List<> template and make use of them
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* allow for return-to-launcher instead of a normal "quit" ?
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* improve the argv (command line args) parser
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* extend the Plugin API to provide for "game detection": instead of the
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TargetSettings::detectname "hack" to detect files, provide a callback
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in each Plugin which given a FSList returns a list of candidate targets.
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This way, a plugin can implement tests more elaborate than filename
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checking, e.g. it could actually peek into the files.
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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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GUI
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===
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* implement "tabs" for multi-pane prefs dialog
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-> could also be used by the Scumm help dialog in scumm/help.cpp
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* LAUNCHER: fix global options dialog to be properly persistent
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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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* global & game target options dialogs probably could share some "panes"
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-> write code allowing this
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-> also, 'in game' option dialogs (for volume/scaler/etc. settings)
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could potentially reuse these, too
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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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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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* During the config rewrite, some command line switches were disabled.
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Gotta decide what to do about each of them: reimplement, remove, replace?
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In particular: -w and -l (those were kind of oddball switches, IMHO);
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also -z should be split into two seperate functions (see TODO comment in
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GameDetector::list_games())
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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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* Merge iMUSE and iMUSE Digital
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* Implement the needed INSANE bits for Full Throttle action sequences
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* iMUSE Digital enhancements/fixes for Full Throttle and COMI
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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 details
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* Add support for sound effects format found in Sega CD version of Monkey 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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Broken Sword 2
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==============
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* Replace all uses of std C file I/O (fopen, fread, fwrite, fclose) by
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the File class (excluding that in SWORD2_DEBUG). This is probably mostly
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done. I only find a few such calls in resMan::CacheNewCluster(), and that
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one needs to be rewritten anyway.
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* Enforce ScummVM code formatting guidelines.
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* Encapsulate the code into sensible objects.
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* Enable the CD swapping code.
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* Support cutscenes in some kind of open video format.
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SIMON
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=====
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* Add support for Protracker music format used in Amiga versions
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* Add support for decoding 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 PROP_SET_GFX_MODE
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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 checksum
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algorithm, this should solve many of the problems with some luck
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* OpenGL code: either fix it (see open bug tracker items and various hacks in the code),
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or remove it. Does anybody really need this???
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