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authorJohannes Schickel2011-06-25 19:25:56 +0200
committerJohannes Schickel2011-06-25 19:25:56 +0200
commitb66ca6008873ac8a321ffee042b77019c7f4beb3 (patch)
tree0f01e7ab31edde9a6cb803d7b91a79bf9460b3a2
parentb60d864e6b36145ad9880b9a16eb28df792b589f (diff)
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KYRA: _athrxx is the new Kyra maintainer.
-rw-r--r--engines/kyra/kyra_v1.h16
1 files changed, 5 insertions, 11 deletions
diff --git a/engines/kyra/kyra_v1.h b/engines/kyra/kyra_v1.h
index c5bf2d2960..83455f3922 100644
--- a/engines/kyra/kyra_v1.h
+++ b/engines/kyra/kyra_v1.h
@@ -73,27 +73,21 @@ class KyraMetaEngine;
* Kyrandia 2 Russian (no feature request)
* Kyrandia 3 Russian (feature request #2812792 "Kyrandia3 Russian")
*
- * The primary maintainer for the engine is LordHoto, although some parts are maintained by _athrxx.
- * If you have questions about parts of the code, the following rough description might help in
- * determining who you should ask:
- * _athrxx is the maintainer for the Lands of Lore subengine, he also maintains most of the FM-TOWNS
- * and PC98 specific code (especially the sound code, also some ingame code) and the Kyrandia 2
- * sequence player code.
- * LordHoto is responsible for the rest of the codebase, he also worked on the graphics output for 16
- * color PC98 games.
+ * The engine is maintained by _athrxx.
*
* Other people who worked on this engine include cyx, who initially started to work on Kyrandia 1
* support, vinterstum, who did various things for Kyrandia 1 and started to work on the Kyrandia 2
* sequence player code and also on the TIM script code, and eriktorbjorn, who helped out naming
* our AdLib player code and also contributed a work around for a music bug in the "Pool of Sorrow"
- * scene of Kyrandia 1, which is also present in the original. All three mentioned developers are
- * not actively working on KYRA anymore.
+ * scene of Kyrandia 1, which is also present in the original. LordHoto worked on Kyrandia 1 to 3
+ * support and graphics output for 16 color PC98 games and was a maintainer of the Kyrandia part.
+ * All mentioned developers are not actively working on KYRA anymore.
*
* The engine is mostly finished code wise. A possible remaining task is proper refactoring,
* which might help in reducing binary size and along with it runtime memory use, but of course
* might lead to regressions (since the current code makes no problems on our low end ports, it
* is pretty minor priority though, since the benefit would be mostly nicer code). The biggest
- * task left is the kyra.dat handling, which is currently being revised by LordHoto.
+ * task left is the kyra.dat handling.
*
* Games using this engine:
* - The Legend of Kyrandia (fully supported, except for Macintosh port, which lacks sound)