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authorTorbjörn Andersson2005-01-24 10:22:05 +0000
committerTorbjörn Andersson2005-01-24 10:22:05 +0000
commited6408f853a53a0a7538f36107e333ca0a944aac (patch)
tree04e375ccb97e8e1534000d5a2e06fae72ba539ae
parent99c00c9e5d85bc628a208f11c6197719c9e2ff1f (diff)
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Updated SAGA items.
svn-id: r16631
-rw-r--r--TODO28
1 files changed, 14 insertions, 14 deletions
diff --git a/TODO b/TODO
index f2dc6949e5..ebeb53e0e3 100644
--- a/TODO
+++ b/TODO
@@ -312,7 +312,8 @@ SAGA
* Remove any traces of the additional level of abstraction reinherit used
* Remove homerolled high level data structures like stacks that should
be provided by ScummVM if they aren't already.
- * OO'ify (blah_mod.h contains public stuff, blah.h private stuff) [almost done]
+ * OO'ify (blah_mod.h contains public stuff, blah.h private stuff) [almost
+ done]
- bugs/misfeatures -
* Make actor animation Event-driven. See FIXME in actor.cpp. Maybe it
@@ -323,10 +324,10 @@ SAGA
e.g. a rectangle covering the entire ITE screen should have right=320 and
bottom=200. (eriktorbjorn, partly - mostly? - done)
* Inspect Font module - free memory, GameFontIds <-> FONT_ID
- * Walk bug. When announcer puts medallion on Rif he should go backwards instead
- of turning and walking faced to screen
- * In many places RSC_LoadResource() is called but memory is not freed afterwards,
- i.e. there is a huge leak
+ * Walk bug. When announcer puts medallion on Rif he should go backwards
+ instead of turning and walking faced to screen
+ * In many places RSC_LoadResource() is called but memory is not freed
+ afterwards, i.e. there is a huge leak
* Optimize screen output. Now we blit whole screen for each frame.
* When using the original XMIDI music resources, some songs play at the wrong
speed. The worst example I've heard of this is the "Elk Fanfare" during the
@@ -335,9 +336,10 @@ SAGA
header instead...?
* In the dog's castle at guards' room (scene_change 177 ang go down) subtitles
aren't shown. In floppy version there is complete silence both textual and
- audial.
- * Sound in old Win demo is all wrong -- either there is some unique sound format
- or I didn't guess it correctly
+ audial. Looks to me as if subtitles are drawn outside the screen. Are the
+ coordinates calculated wrong, or should the text drawing code compensate?
+ * Sound in old Win demo is all wrong -- either there is some unique sound
+ format or I didn't guess it correctly
* Up and down keys ('u' and 'd') in converse panel do not work properly
- plans -
@@ -348,17 +350,15 @@ SAGA
* Finish inventory code
* Implement ISO path finder
* Hook conversations to scripts (partly done)
- * Change script buffer so that its point to the appropriate data.
- (eriktorbjorn - mostly done)
* ISO - tile scene implementation
* Puzzle
- features -
* Add sound/voices compression. Should _considerably_ save space.
- * Add support for Mac versions. All data is in BE mode and structures are aligned.
- (h00ligan, partly done)
- * Support for later Win32/Mac/Linux demos where some scenes are substituted with LBM
- images, tables are in place.
+ * Add support for Mac versions. All data is in BE mode and structures are
+ aligned. (h00ligan, partly done)
+ * Support for later Win32/Mac/Linux demos where some scenes are substituted
+ with LBM images, tables are in place.
* Amiga ITE support
* Support for Dream Guild's Mac ITE
* Support IHNM