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author | Max Horn | 2004-01-15 22:41:23 +0000 |
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committer | Max Horn | 2004-01-15 22:41:23 +0000 |
commit | 34e1dca97e246e73742c0107b88600c7fed9ccac (patch) | |
tree | 2bf3ace9239b5c1dd5d0756a6dcaa5c580e34280 | |
parent | 11425a0cdd9393b37a5e8dc17aa89060d03d87d1 (diff) | |
download | scummvm-rg350-34e1dca97e246e73742c0107b88600c7fed9ccac.tar.gz scummvm-rg350-34e1dca97e246e73742c0107b88600c7fed9ccac.tar.bz2 scummvm-rg350-34e1dca97e246e73742c0107b88600c7fed9ccac.zip |
added COMI text TODO
svn-id: r12418
-rw-r--r-- | TODO | 9 |
1 files changed, 9 insertions, 0 deletions
@@ -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 ============== |