From 34e1dca97e246e73742c0107b88600c7fed9ccac Mon Sep 17 00:00:00 2001 From: Max Horn Date: Thu, 15 Jan 2004 22:41:23 +0000 Subject: added COMI text TODO svn-id: r12418 --- TODO | 9 +++++++++ 1 file changed, 9 insertions(+) (limited to 'TODO') diff --git a/TODO b/TODO index 4993f85146..2782e482e0 100644 --- a/TODO +++ b/TODO @@ -140,6 +140,15 @@ SCUMM increments of 8 pixels). See bug #629417. * Implement o6_actorOps case 218 as used in Humongous games * Add method of setting initial debug channels from command-line +* COMI (maybe V7 games, too?): "Fix" CHARSET_1 behaviour when the room scrolls. + In particular, when text is drawn via CHARSET_1 and then scrolling takes + place, the text scrolls, too - but it really should stay fixed. There are + several ways to do this that I can think of. One would be to use an overlay + screen (i.e. use virtscreen 3, which isn't used at all currently) to draw + the text; then "compose" that screen over the main screen. + 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... Broken Sword 2 ============== -- cgit v1.2.3