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author | Torbjörn Andersson | 2005-01-24 10:22:05 +0000 |
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committer | Torbjörn Andersson | 2005-01-24 10:22:05 +0000 |
commit | ed6408f853a53a0a7538f36107e333ca0a944aac (patch) | |
tree | 04e375ccb97e8e1534000d5a2e06fae72ba539ae /TODO | |
parent | 99c00c9e5d85bc628a208f11c6197719c9e2ff1f (diff) | |
download | scummvm-rg350-ed6408f853a53a0a7538f36107e333ca0a944aac.tar.gz scummvm-rg350-ed6408f853a53a0a7538f36107e333ca0a944aac.tar.bz2 scummvm-rg350-ed6408f853a53a0a7538f36107e333ca0a944aac.zip |
Updated SAGA items.
svn-id: r16631
Diffstat (limited to 'TODO')
-rw-r--r-- | TODO | 28 |
1 files changed, 14 insertions, 14 deletions
@@ -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 |