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c649971754
svn-id: r17001
418 lines
21 KiB
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418 lines
21 KiB
Plaintext
Here is a list of things we plan to do in the future. Note that we
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don't promise to do any of these, nor when we will do them. It's just a
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list of what we hope to be able to do one day.
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If you want to dig in, this is the stuff where you might make the most
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useful contribution. Note that this list is never complete, and may be
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partially outdated, so just because you don't see something here doesn't
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mean it is not important.
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Before you start work on something, you might want to talk to somebody
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from the team. This will help us to prevent double work, i.e. several
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people working on the same stuff at once without knowing about each
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other.
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Finally, always make sure to check out our bug tracker and our feature
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request tracker for things that need work.
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#######################################################################
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# Docs, Web site
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#######################################################################
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General
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========
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* Add more Doxygen comments. However, quality is preferable over quantity
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* Add port specific user documentation (dreamcast/palm especially). That
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would include things like:
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- How to use ScummVM on system XYZ
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- Which Palm / WinCE devices will run ScummVM, which definitely will not
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run it (or with which limitations)?
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* Update/enhance man page
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* Write a high level overview of how ScummVM and its engines work?
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README / Manual
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===============
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* Ender is working on a new multi-format manual/readme.
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Since so far we haven't seen anything of that, Fingolfin has started a
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DocBook based manual (and FAQ, and Developer's Guide). You can find it in
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the CVS module "docs".
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Finally, there is a LaTeX based version of the README in the "doc" subdir
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of the "scummvm" CVS module, but it tends to slip out of sync with the
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plain text README, and it's not really a manual, it's just the README
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in a different file format.
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* Everybody is welcome to start helping out with the public manual project
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in the "docs" CVS module. You can either reuse content from the README,
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or replace it with new, better written stuff. Contact Fingolfin or our
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mailing list, scummvm-devel, if you are interested in helping out.
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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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* It would be greate to have a "Developer's Guide to ScummVM" which explains
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the ScummVM framework, and also the engines, i.e.
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- stuff in common/, like the config manager etc.
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- the backend API, and how to create new backends
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- the sound system
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- how to create a new engine
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- a chapter for each engine, with as many/little details as the resp.
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engine teams deem appropriate...
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- ...
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Web site
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========
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* Add the "Manual" / README to the site
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* Redo the screenshots. Mostly this means adding more (and maybe removing or
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replacing a few). What I have in mind are that we follow these guidelines
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(which aren't set in stone nor laws, just guidelines :-)
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- For each unique game, provide 2-3 screenshots
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- Have at least one shot for each major variant of a game (with major variant
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I mean visibly distinct versions, like Zak V1 vs. V2 vs. FM-TOWNS; or
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Monkey Island EGA vs VGA vs CD).
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If I am counting right, that should place us at about 2*(18+2+1+1+1)=46
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screenshots, compared to the current 32 (and more if we start adding HE
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games).
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#######################################################################
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# Common code, infrastructure
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#######################################################################
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General
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=======
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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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* Instead of the above, consider switching everything over to the STL.
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Maybe a little bit more overhead, but we get instant access to a full-featured
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and well-tested code base, with everything we need.
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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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* Try to reduce the memory footprint of the MPEG player. Right now it allocates
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an 8 MB lookup table for YUV->RGB conversion. Perhaps we could borrow some
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code from SDL's software implementation of YUV overlays. (It might even be
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possible to expose some of SDL's YUV overlay API as an optional part of the
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backend, but I don't know enough about it to get it to work. We'd still need
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our own implementation as a fallback, though.)
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* Make the autosave interval configurable (via GUI, command line, config file).
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* Maybe add ways to modify the game configs via the command line. E.g. allow
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./scummvm --add new_target --path=/foo monkey2
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./scummvm --remove new_target
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* Maybe allow launching games even if no target is specified? I.e. the user
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only has to specify a path (or run ScummVM from the right directory), and
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ScummVM auto-detects the game in that location
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./scummvm --auto-detect
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Of course, if we do it, it has to be done so that the launcher is still
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reachable :-)
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Build System
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============
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* Add test(s) for backend usability in the configure script.
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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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Fingolfin implemented most of this; the only thing missing is that configure
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should detect when it is run in a directory outside the source tree, and in
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that case generate a custom Makefile, with content like this:
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srcdir = /path/to/source/dir
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vpath %.cpp $(srcdir)
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vpath %.h $(srcdir)
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include $(srcdir)/Makefile
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* Allow automatic re-runs of configure (this would have to 'save' the values of
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env vars like CXXFLAGS and also command line params)
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* Add an install target to the Makefile - Copy binary, install manpage, add
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menu items, install README. See also patch #891909 (Gnome/KDE .desktop file)
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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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* Consider changing the mixer volume to use range 0-255, for sake of
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consistency (but at a slight loss of efficiency). Note that this requires
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changes in at least rate.cpp and mixer.cpp.
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Config Manager
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==============
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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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Files
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=====
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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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GUI
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===
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* Remove hard coded 320x200 assumptions, use game screen size
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* EditableWidget: Make it possible to specify a min/max length for the text
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* EditableWidget: Let setEditString filter the string it gets
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* EditableWidget: Right now, custom filtering requires the user to subclass;
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it would be nice if there was simply a "validator hook" or so.
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Maybe take some inspiration from Java's Swing in this matter.
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* Improve EditTextWidget::drawCaret and ListWidget::drawCaret support for alternate
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fonts (the current code overdraws chars partly, and relies on the fact that
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our default built-in font has a separation pixel column on the *left* side;
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most other bitmap fonts have it on the right, though). To this end, we maybe
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should backup the background before drawing the caret, and restore it when
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erasing the caret.
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* Add a new "options" dialog which is used by all frontends: for this, we'd
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agree on a hotkey used in all engines to invoke that dialog; it would sport
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settings for the volume, graphics, paths, etc.; it would co-exist with the
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engines "native" option dialogs.
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The about dialog would be reachable from here, too, as well as a quit button.
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Justification: This ensures that all settings are really reachable from
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all of the engines, which is not the case currently.
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Problem: It's not fully clear to me how to "best" deal with global vs. local
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settings here...
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* Maybe add the ScummVM logo (+typeface?) to the about dialog
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Launcher
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========
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* Add more options to global options dialog
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* Add more options to game target options dialog
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Plugins
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=======
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* Add a plugin API that allows querying a plugin for the savegames associated
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with a given game; that is, you pass the name of a target from the config
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to the plugin, and it returns a list of savegames. How that list would look
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like exactly is debatable; but it should be possible to extract a user
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friendly name; a slot ID corresponding to the "-x" command line param;
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and possibly a filename.
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Justification: This API would make it possible to directly load savegames
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from the launcher.
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* This savegame API could return additional (optional) information for each
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savegame entry: name; creation date; thumbnail screenshot
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* When building with the fake static plugins: instead of hardcoding the list
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of plugins, plugins should automatically be "hooked in". This can be achieved
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by modifying REGISTER_PLUGIN to insert special code into the plugins.
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* Likewise, when building with real dynamic plugins: instead of hardcoding
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plugin names and pathes, we should scan in specific locations for all
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available plugins, etc.. For example, try to load all "plugins/lib*.so"
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files. To this end consider special file names for the plugins
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* On OSX: Support a plugin build in the bundle target: *.plugin files should
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be put into ScummVM.app/Contents/PlugIns/; this also means that the loader
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needs to search in the plugin dir of the active bundle. So use the
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CF bundle API, inside a #ifdef MACOSX block.
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#######################################################################
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# Engines / frontends
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#######################################################################
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General
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=======
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* Fix engines so they clean up after themselves, to allow proper re-entry
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to the launcher. See "FIXME: LAUNCHERHACK" in base/main.cpp
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SCUMM
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=====
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* Make it possible to restart games properly
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* Add method of setting initial debug channels from command-line
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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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* Figure out how to extract resources from Apple II and Commodore 64 versions
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See also <http://www.mts.net/~kbagnall/commodore/scumm/> for some notes on
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the SCUMM C64 disk format.
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* Figure out how to extract resources from Turbografx/PC Engine version of Loom
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* Indiana Jones and the Last Crusade EGA: Add inventory support for Macintosh version
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* Loom EGA: Add support for music and sound effects in Macintosh version
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* Add support for NES version of Maniac Mansion
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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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[implementation now that currently depends on font rom, not needing the rom
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would be preferable]
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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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* Compare codec 44 algorithm (For nut fonts) against COMI disassembly. The
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current code isn't based on disassembly and doesn't always calculate decompressed
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data size correctly.
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* Humongous Entertainment Games
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- Add proper handling of sound looping in Humongous games
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- Add sound pitch support for piano keys in piano mini game of fbear (DOS)
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- Add rename/delete file support, to make file opcodes function correctly
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- Fix nukeArrays, it is nuking wrong arrays in stopObjectCode() sometimes
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* Humongous entertainment >= v7 titles:
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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 (Used in ff2-demo/freddi2/pajama)
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- Add support for processWizImage mode 6 (For lost/smaller)
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- Add support for processWizImage mode 9 (For freddicove/bb2demo/footdemo)
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- Add support for additional drawWizImage flags (cyx)
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- Add shadows support for akos codecs in HE90+ games, uses XMAP resources.
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- Add arrayOps case 127 (For chase/lost/smaller/bb2demo/footdemo).
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- Add support for array sorting (Used in lost/smaller).
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- Fix actor glitches in pajama2
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- Fix cursor transparency in puzzle of pajama2
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- Fix sprites graphical glitches
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- Fix inventory background/items disappearing in puttzoo/zoodemo/putttime/timedemo
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- Add support for o90_getPolygonOverlap case9 (Used in lost/smaller)
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- Add support for o90_getPolygonOverlap case10 (Used in Caramel Pit of pajama3)
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- Add floodState (For puzzle in pajama2)
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- Add support for floodState (For puzzle in pajama2)
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- Add support for o80_unknownE0 (For binoculars in pajama2 and black board in freddi2)
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- Add support for various new opcodes
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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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* 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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* Eventually I would like to get rid of the "driver" sub-directory. We already
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have a cross-platform infrastructure for ScummVM, so this separation is not
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necessary.
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SIMON
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=====
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* Add support for auto decrunching the gameamiga file of demo version of Simon
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the Sorcerer 1 (Amiga) via decrunch_file_amiga()
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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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SAGA
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====
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- legacy items -
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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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* OO'ify (blah_mod.h contains public stuff, blah.h private stuff) [almost
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done]
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* rand() -> rnd.getRandomNumber()
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- bugs/misfeatures -
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* Make actor animation Event-driven. See FIXME in actor.cpp. Maybe it
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should be INTERVAL_EVENT
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* No script func should use ScriptDataWord directly. All of them should
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be converted to appropriate data types via getTYPE() functions
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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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bottom=200. (eriktorbjorn, partly - mostly? - done)
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* Inspect Font module - free memory, GameFontIds <-> FONT_ID
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* Walk bug. When announcer puts medallion on Rif he should go backwards
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instead of turning and walking faced to screen
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* In many places RSC_LoadResource() is called but memory is not freed
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afterwards, i.e. there is a huge leak
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* Optimize screen output. Now we blit whole screen for each frame.
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* When using the original XMIDI music resources, some songs play at the wrong
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speed. The worst example I've heard of this is the "Elk Fanfare" during the
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intro. It could be the meta events we don't handle, but at least the tempo
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event doesn't seem to make any difference. Maybe something in the data
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header instead...?
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* In the dog's castle at guards' room (scene_change 177 ang go down) subtitles
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aren't shown. In floppy version there is complete silence both textual and
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audial. Looks to me as if subtitles are drawn outside the screen. Are the
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coordinates calculated wrong, or should the text drawing code compensate?
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* Sound in old Win demo is all wrong -- either there is some unique sound
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format or I didn't guess it correctly
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* Up and down keys ('u' and 'd') in converse panel do not work properly
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- plans -
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* Remove use of floating point, especially doubles.
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* Implement Verbs (h00ligan)
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* Implement ShowSaveReminder(), that is that diskette
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* Implement Save/Load
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* Finish inventory code
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* Implement ISO path finder
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* Hook conversations to scripts (partly done)
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* ISO - tile scene implementation
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* Puzzle
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- features -
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* Add sound/voices compression. Should _considerably_ save space.
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* Add support for Mac versions. All data is in BE mode and structures are
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aligned. (h00ligan, partly done)
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* Support for later Win32/Mac/Linux demos where some scenes are substituted
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with LBM images, tables are in place.
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* Amiga ITE support
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* Support for Dream Guild's Mac ITE
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* Support IHNM
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#######################################################################
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# Backends
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#######################################################################
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General
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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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* Change backends to directly access the config manager
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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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* Sony PS2 Port
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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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* 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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* Digita OS port? (play games on a select few digital cameras...)
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<http://digita.mame.net/reviews.htm>
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X11 backend
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===========
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* Update it to support the latest OSystem changes
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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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#######################################################################
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# Tools
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#######################################################################
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General
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=======
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* Try to unify the usage of the compression tools, where possible /
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necessary.
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* Make compress_san use the common encoder "API" in compress.c
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* Make compress_queen use the common encoder "API" in compress.c
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* Add FLAC support to compress_sword1 (and the sword1 engine)
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* Consider using library APIs to encode data, instead of invoking the
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lame/oggenc/flac binaries.
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Pro: Tighter integration, no need to create temporary files.
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Con: Requires the resp. libs/headers to be compiled in, and the resulting
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binary would only run if all needed shared libs are present
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(unless we static link), whereas the current binary will work even
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if lame/oggenc/flac are missing
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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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* Proper implementation of o6_startObjectQuick decompilation (see comment in
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descumm6.c). May requre rewrite of core program logic
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