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svn-id: r18492
488 lines
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488 lines
24 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partially outdated, so just because you don't see something here doesn't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 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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* 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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Code
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====
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* Add more Doxygen comments. However, quality is preferable over quantity
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* Document the OSystem overlay API, it badly needs it...
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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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* 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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* Some source files should be moved. But that's a pain with CVS, so let's
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wait until we switch to something better, like Subversion. In particular:
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- common/scaler* stuff should either be moved to graphics/, or maybe
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to backends/ (while it is portable code, it's something to be used by
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the backends only)
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- consider moving the MIDI stuff from sound/ to sound/midi/
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- move fmopl code to softsynth dir
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- move fonts to graphics/fonts/ dir
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- move all the game engines into a new dir engines/
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- maybe common/system.h / system.cpp should go to backends/, too ?
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- move the iMuse source files in scumm/ to a new dir scumm/imuse/
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* The following things should be put into namespaces:
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- AudioStream and subclasses into Audio
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- MIDI related classes either to Audio, or a new "MIDI" namespace
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- backend specific stuff into ??? (maybe new namespace "Backends" ?)
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not sure about this one.
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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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* MIDI: Add API to OSystem which allows client code to query for "native"
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MIDI drivers (like Windows, ALSA, Zodiac, CoreAudio). Then change the
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MIDI interfacing code (GUI, command line, config file, etc.) and also
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MidiDriver::createMidi() to use both that list and the list of
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'emulated' MIDI devices (Adlib, MT-32, PC Speaker, etc.) in an appropriate
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way.
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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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* Split it into a Config Manager, and a Config File class. Maybe even follow
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the pentagram (http://pentragram.sf.net) approach and have three class:
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- SettingsManager (like our current ConfigManager)
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- ConfigFileManager (manages a set of config files, possibly merging the data
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from multiple config files)
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- INIFile (a simple .ini file accessor).
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This makes it easy to add additional config sources (e.g. XMLConfigFile);
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makes it possible to treat the command line data like another config file
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(CommandLineConfig); and simply follows the good old MVC approach, which
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is always a good idea.
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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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* Get rid of the incRef/decRef API of class File. Instead, add a clone() method
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which generates a new (independant) File object for the same file (only would
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work for files in read mode, obviously). Convert the audio code to use this
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instead of the ref counting.
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Reason: Using a shared file object can lead to race conditions if multiple
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threads try to use it at the same time; on some systems (Symbian) it is
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apparently not even possible to do it; iahd t can also cause problems even in
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non-threaded code, when we seek in one block of code, and then try to access it
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from another block, w/o reseeking first.
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GUI
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===
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* Remove hard coded 320x200 assumptions, use game screen size. In particular,
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all the dialogs should be rewritten to allow for that. At this point, most
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(all?) dialogs are able to scale themselves, but the way they do so is
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sometimes a bit hackish, the layout could be improved, and there are glitches
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with the small version of the GUI.
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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
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alternate fonts (the current code overdraws chars partly, and relies on the
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fact that our default built-in font has a separation pixel column on the
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*left* side; most other bitmap fonts have it on the right, though). To this
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end, we maybe should backup the background before drawing the caret, and
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restore it when erasing the caret.
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* PopUpDialog: Must be able to handle longer lists (by adding scrolling?). The
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language popup currently doesn't fit in the small version of the GUI.
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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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* There is currently no way to unset the SoundFont from the GUI, if any was
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set. Maybe add a 'clear' button for it? The same holds for other path
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settings.
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* ScrollBarWidget: Add auto-repeat: if user clicks & holds on one of the
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arrows, then after a brief delay, it should start to contiously scroll.
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* AboutDialog: Add a "fade" effect for the top/bottom text lines
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* AboutDialog: Maybe prerender all of the text into another surface, and then
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simply compose that over the screen surface in the right way.
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Graphics
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========
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* Add some more fonts/font variants? Maybe a tool like ttf2bdf could be used
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to convert on (free!) TTF font to both a small and a big font for the GUI,
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maybe including bold/italic variants
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* Use 'complete' fonts. In particular, we should probably pick one encoding
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(e.g. ISO Latin 1) and standardize on it. Oh yeah, a map from the SCUMM
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encoding to that encoding would be useful.
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That way, we can at least all systems/languages which use that encoding.
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Of course, kyrillic and asian users, amongst others, wouldn't be helped
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by this, but there is nothing we can do for them anyway, short of
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implementing an UTF8 based font rendering engine. (And no, there is no way
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we are going to do such an absurd thing. Better to implement native GUIs
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than to write our own OS :-).
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* Consider implementing a new internal font format which
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- takes up less space in the executable (ascii vs. binary encoding)
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- allows for multi-color/anti-aliased fonts
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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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UPDATE: I tried this, but it doesn't really work due to constraints
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imposed by the way most C++ compilers/linkers out there realize global
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constructors.
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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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* When creating an engine instance, there is currently no way for the plugin
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to indicate an error, except for returning a NULL value. It would be nice
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if the engine could specify why creating the engine instance failed (e.g.
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due to lack of memory, because a file couldn't be found, because the game
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was not recognized, etc.).
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OSystem
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=======
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* Right now gBitFormat is part of common/scaler.cpp; we might want to move it
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to common/system.cpp, or replace it with something better.
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No hasty changes here, please, make sure you understand how it is used right
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now before messing with it ;-)
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* Document key codes to be used for special keys, like F1-F15 etc.
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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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* Possibly implement a new resource manager, which then also could be shared
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by ScummEX. [Jamieson has some ideas about this].
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* Figure out how to extract resources from Apple II versions
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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 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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* When SMUSH movies end, their music track sometimes should last a bit longer;
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currently, we stop the audio together with the animation, leading to cut off
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music.
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* Clean up class Gdi. This class right now mostly is about decoding various
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graphic formats. However some other functionality has crept into it, too.
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It would be nice if class Gdi would only contain the GFX decoding code, and
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nothing else (assuming that is feasible w/o too much trouble).
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OTOH, the code which is responsible for managing virtual screens, rendering
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virtual screens to the real display etc. could be grouped into a new class
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(e.g. VSManager or so).
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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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* Maybe work around script bug which causes the mop to disappear briefly when
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trying to pick it up from the top of the boat at the London docks. (The event
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to hide the mop is sent too early.) See bug #1214168.
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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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- 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
|
|
* Support IHNM
|
|
|
|
#######################################################################
|
|
# Backends
|
|
#######################################################################
|
|
|
|
General
|
|
=======
|
|
* Several of the backend factory functions take config parameters. It should
|
|
be possible to get rid of those once the config system rewrite (see above)
|
|
has been done. In that case, the backends simply can query the config
|
|
manager for these parameters (or any others they might like :-).
|
|
* Change backends to directly access the config manager
|
|
* Add API to query backend for a list of available music engines
|
|
Useful for Options dialog
|
|
* MS DOS port using Allegro <http://www.talula.demon.co.uk/allegro/> and
|
|
DJGPP <http://www.delorie.com/djgpp/> ?
|
|
* Intent <http://withintent.biz/> port (already done by David Given, merge?)
|
|
* Digita OS port? (play games on a select few digital cameras...)
|
|
<http://digita.mame.net/reviews.htm>
|
|
|
|
X11 backend
|
|
===========
|
|
* Update it to support the latest OSystem changes
|
|
* Make it work with multiple bitdepths
|
|
* Add frills used by SDL backend like graphic filters usage and CD audio
|
|
|
|
SDL backend
|
|
===========
|
|
* Right now, the WinCE backend subclasses the regular SDL backend. The
|
|
Symbian backend will do that, too (it is not yet in CVS, though).
|
|
They both overload a lot of methods (mostly the graphics stuff). Since
|
|
graphics.cpp uses the scalers (e.g. hq3x), these derived backends
|
|
carry that baggage around, too, even though they don't need that code.
|
|
Idea: split the SDL backend into two classes, one base class which only
|
|
has the code which is used by all subclasses; and a "desktop" subclass,
|
|
which implements the rest. Then WinCE/Symbian would only subclass the
|
|
"base" SDL class.
|
|
|
|
|
|
#######################################################################
|
|
# Tools
|
|
#######################################################################
|
|
|
|
General
|
|
=======
|
|
* Try to unify the usage of the compression tools, where possible /
|
|
necessary.
|
|
* Make compress_san use the common encoder "API" in compress.c
|
|
* Make compress_queen use the common encoder "API" in compress.c
|
|
* Add FLAC support to compress_sword1 (and the sword1 engine)
|
|
* Consider using library APIs to encode data, instead of invoking the
|
|
lame/oggenc/flac binaries.
|
|
Pro: Tighter integration, no need to create temporary files.
|
|
Con: Requires the resp. libs/headers to be compiled in, and the resulting
|
|
binary would only run if all needed shared libs are present
|
|
(unless we static link), whereas the current binary will work even
|
|
if lame/oggenc/flac are missing
|
|
|
|
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
|