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authorMax Horn2004-01-15 22:41:23 +0000
committerMax Horn2004-01-15 22:41:23 +0000
commit34e1dca97e246e73742c0107b88600c7fed9ccac (patch)
tree2bf3ace9239b5c1dd5d0756a6dcaa5c580e34280
parent11425a0cdd9393b37a5e8dc17aa89060d03d87d1 (diff)
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added COMI text TODO
svn-id: r12418
-rw-r--r--TODO9
1 files changed, 9 insertions, 0 deletions
diff --git a/TODO b/TODO
index 4993f85146..2782e482e0 100644
--- a/TODO
+++ b/TODO
@@ -140,6 +140,15 @@ SCUMM
increments of 8 pixels). See bug #629417.
* Implement o6_actorOps case 218 as used in Humongous games
* Add method of setting initial debug channels from command-line
+* COMI (maybe V7 games, too?): "Fix" CHARSET_1 behaviour when the room scrolls.
+ In particular, when text is drawn via CHARSET_1 and then scrolling takes
+ place, the text scrolls, too - but it really should stay fixed. There are
+ several ways to do this that I can think of. One would be to use an overlay
+ screen (i.e. use virtscreen 3, which isn't used at all currently) to draw
+ the text; then "compose" that screen over the main screen.
+ Or constantly (well, at least whenever the camera moves) redraw the text.
+ That would require buffering the text; maybe the blast text code could be
+ reused for this...
Broken Sword 2
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