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-rw-r--r-- | TODO | 58 |
1 files changed, 0 insertions, 58 deletions
@@ -312,7 +312,6 @@ SCUMM by ScummEX. [Jamieson has some ideas about this]. * Figure out how to extract resources from Apple II versions * Figure out how to extract resources from Turbografx/PC Engine version of Loom -* Indiana Jones and the Last Crusade EGA: Add inventory support for Macintosh version * Loom EGA: Add support for music and sound effects in Macintosh version * Add support for handling Kanji in FM-Towns games (foreground is rendered on a second plane at 640x480), text uses Shift_JIS encoding @@ -361,63 +360,6 @@ SIMON * Add support for Protracker music format used in Amiga versions * Add support for drawing main graphics correctly in Amiga versions -SAGA -==== -- legacy items - - * 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] - -- bugs/misfeatures - - * Make actor animation Event-driven. See FIXME in actor.cpp. Maybe it - should be INTERVAL_EVENT - * No script func should use ScriptDataWord directly. All of them should - be converted to appropriate data types via getTYPE() functions - * Fix the usage of Rect so that it's more consistent with the rest of ScummVM, - 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 - * 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 - intro. It could be the meta events we don't handle, but at least the tempo - event doesn't seem to make any difference. Maybe something in the data - 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. 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 - - * Remove use of floating point, especially doubles. - * Implement Verbs (h00ligan) - * Implement ShowSaveReminder(), that is that diskette - * Implement Save/Load - * Finish inventory code - * Implement ISO path finder - * Hook conversations to scripts (partly 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. - * Amiga ITE support - * Support for Dream Guild's Mac ITE - * Support IHNM - ####################################################################### # Backends ####################################################################### |