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author | Jonathan Gray | 2004-02-14 02:36:58 +0000 |
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committer | Jonathan Gray | 2004-02-14 02:36:58 +0000 |
commit | e12c29f9561179f2a659f3764680e93bfe5db8ac (patch) | |
tree | 19c9a4bb546f8e5f70aef022c4d50211ea54dc62 | |
parent | 5f4641d8a1a299ecba52897f0f576cbfc7a0316a (diff) | |
download | scummvm-rg350-e12c29f9561179f2a659f3764680e93bfe5db8ac.tar.gz scummvm-rg350-e12c29f9561179f2a659f3764680e93bfe5db8ac.tar.bz2 scummvm-rg350-e12c29f9561179f2a659f3764680e93bfe5db8ac.zip |
update todo a bit
svn-id: r12866
-rw-r--r-- | TODO | 5 |
1 files changed, 4 insertions, 1 deletions
@@ -156,7 +156,10 @@ SCUMM * Make it possible to restart games properly * Add support for handling Kanji in FM Towns games (foreground is rendered on a second plane at 640x480), text uses Shift_JIS encoding + [implementation now that currently depends on font rom, not needing the rom + would be preferable] * Figure out how to extract resources from Apple II and Commodore 64 versions +* Figure out how to extract resources from Turbografx/PC Engine version of Loom * Document and fix AKOS differences in Humongous Entertainment games * Support various newer Humongous Entertainment games * Implement file related opcode stubs needed for Humongous games @@ -192,6 +195,7 @@ SCUMM 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... +* Add support for NES version of Maniac Mansion Broken Sword 2 ============== @@ -241,6 +245,5 @@ Backends X11 backend =========== -* Verify that it still actually works * Make it work with multiple bitdepths * Add frills used by SDL backend like graphic filters usage and CD audio |