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authorjohndoe1232013-01-10 23:18:37 +0000
committerWillem Jan Palenstijn2013-05-08 20:47:39 +0200
commitb875696fc7037d949200a714d1403d922714ed91 (patch)
tree9d6c329269217cec6cedda5d5ce795507863f497 /engines/neverhood
parent9963ce41ea5f2c733873f16fd47be9b060dd2d16 (diff)
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NEVERHOOD: Update todo.txt
Diffstat (limited to 'engines/neverhood')
-rw-r--r--engines/neverhood/todo.txt19
1 files changed, 9 insertions, 10 deletions
diff --git a/engines/neverhood/todo.txt b/engines/neverhood/todo.txt
index 5561ead209..c13d3f13d5 100644
--- a/engines/neverhood/todo.txt
+++ b/engines/neverhood/todo.txt
@@ -6,10 +6,6 @@ else the game disasm and reimplemtation code become even more different
TODOs which can be done any time:
-----------------------------------
-- Give placeholder stuff (e.g. sub?????, _flag??? etc.) better fitting names
-- Use CursorMan for the mouse cursor (instead of using it like a normal sprite)
- - This whould make it neccessary to call _system->updateScreen more often else
- the mouse movement would be choppy
- Cleanup
- Clean up staticdata structs to look more like the ones in create_neverhood
(e.g. by using template classes etc.)
@@ -17,15 +13,10 @@ TODOs which can be done any time:
TODOs which should be done only after the game logic is finished:
-------------------------------------------------------------------
-- Implement clever sprite redrawing code (dirty rectangles, microtiles etc.), only redraw what's neccessary
-- Rework the resource system
- - The current system can be simplified a lot
- - Also resource purging needs to be implemented
- Implement game menus
- Maybe rework organization of files (e.g. put ALL Sprites into one separate file, same with Modules and Scenes)
- This would solve the problem of how to organize stuff which is used several times, and less headers would have to be included
- The move special scenes (SmackerScene) into the scenes file
-- Maybe merge CollisionMan with Scene (since it's so far never used independently)
DONE:
-------
@@ -34,7 +25,15 @@ DONE:
- Play routine should fill the handle so it can be stopped/queried later
- Basically like ScummVM own sound handles
- RE and implement yet unknown music/sound stuff
-
+- Implement clever sprite redrawing code (dirty rectangles, microtiles etc.), only redraw what's neccessary
+- Rework the resource system
+ - The current system can be simplified a lot
+ - Also resource purging needs to be implemented
+- Maybe merge CollisionMan with Scene (since it's so far never used independently)
+- Give placeholder stuff (e.g. sub?????, _flag??? etc.) better fitting names
+- Use CursorMan for the mouse cursor (instead of using it like a normal sprite)
+ - This whould make it neccessary to call _system->updateScreen more often else
+ the mouse movement would be choppy
TODOs which are experimental:
-------------------------------