General ======= * Add plugin system (both dynamic & static plugin support) [if you want to work on it, ask Fingolfin about this, he already has done some planning. Also make sure that your system support 'static' plugins, too] * Revise the way "quit" is handled. Maybe add a global variable "g_quit" which we set when the application should be quit (e.g. when an EVENT_QUIT is received). This is useful if multiple levels of event loops have to be ended * fix the Map<> template, make it more robust; maybe use a red-black tree? * add iterators to List<> template and make use of them * allow for return-to-launcher instead of a normal "quit" ? * improve the argv (command line args) parser * extend the Plugin API to provide for "game detection": instead of the TargetSettings::detectname "hack" to detect files, provide a callback in each Plugin which given a FSList returns a list of candidate targets. This way, a plugin can implement tests more elaborate than filename checking, e.g. it could actually peek into the files. * make some generic "EventLoop" API/class which all backends and the GUI use. Initially this would just call the backend poll_event() etc. methods. But eventually the EventLoop object(s) could be made by the backend. This may allow for more efficient CPU usage etc. The current event handling model essentially is polling: the engines run some kind of main loop, which, besides many other things, also polls and dispatches events. The idea is to turn this around: the event loop frequently gives the engine time to do these "other things". GUI === * implement "tabs" for multi-pane prefs dialog -> could also be used by the Scumm help dialog in scumm/help.cpp * LAUNCHER: fix global options dialog to be properly persistent * LAUNCHER: add more options to global options dialog * LAUNCHER: add more options to game target options dialog * global & game target options dialogs probably could share some "panes" -> write code allowing this -> also, 'in game' option dialogs (for volume/scaler/etc. settings) could potentially reuse these, too Audio ===== * Get the high quality resample code to work [Fingolfin has started work on this] * Add a command line/config file option for the output sample rate (to allow for output sample rates other than 22050 Hz, e.g. 44100). Code should do sanity checking (e.g. restrict to rates between 8000 - 65535 Hz) Config ====== * Preserve comments in config file somehow * Add a 'notification' system. E.g. the SoundMixer could request to be notified whenever the value of the "volume" config option changes. In other words, instead of a "pull" approach (where each subsystem has to check whether any config option relevant to it has been changed) we use a "push" approach. Of course the current approach is "push", too: whenever e.g. the volume setting is changed, the code doing so has to updated the SoundMixer etc. That's cumbersome, and error prone. Would be much nicer if updating the volume config value automatically notifies the SoundMixer, iMuse etc. * Change backends to directly access the config manager * During the config rewrite, some command line switches were disabled. Gotta decide what to do about each of them: reimplement, remove, replace? In particular: -w and -l (those were kind of oddball switches, IMHO); also -z should be split into two seperate functions (see TODO comment in GameDetector::list_games()) SCUMM ===== * Fix C64 costume code * Make it possible to restart games properly * Add support for handling Kanji in FM Towns games (foreground is rendered on a second plane at 640x480), text uses Shift_JIS encoding * Figure out how to extract resources from Apple II and Commodore 64 versions * Document and fix AKOS differences in Humongous Entertainment games * Support various newer Humongous Entertainment games * Implement file related opcode stubs needed for Humongous games * Add support for graphics codecs used in 3DO versions of Humongous games * Proper handling of .tlk files for Humongous games * Merge iMUSE and iMUSE Digital * Implement the needed INSANE bits for Full Throttle action sequences * iMUSE Digital enhancements/fixes for Full Throttle and COMI * Try to remove all use of MAD/Ogg code from scumm/sound.cpp: Ideally, only code in sound/ should access these libs. This will become important for loadable module support * Add support for Mac0 music format used in Monkey Island Mac See https://sourceforge.net/tracker/index.php?func=detail&aid=781797&group_id=37116&atid=418823 * Add support for sound effects format found in Sega CD version of Monkey Island * Rename scummvm.cpp to scumm.cpp for consistency. [Fingolfin is working on this, please don't do anything about this before talking to him]. 1) Try to get scummvm.cpp fixed for ViewCVS [in progress!] 2a) If 1) succeeded, file SF.net CVS file rename request 2b) If 2) failed, do brute force file rename (cp && cvs add && cvs rm) 3) Adjust Makefile and project files to use the new name * Possible implement a new resource manager, which then also could be shared by ScummEX. [Jamieson has some ideas about this and might work on it| Broken Sword 2 ============== * Replace all uses of std C file I/O (fopen, fread, fwrite, fclose) by the File class (excluding that in SWORD2_DEBUG). This is probably mostly done. I only find a few such calls in resMan::CacheNewCluster(), and that one needs to be rewritten anyway. * Enforce ScummVM code formatting guidelines. * Encapsulate the code into sensible objects. * Enable the CD swapping code. * Support cutscenes in some kind of open video format. SIMON ===== * Add support for Amiga decompressor and music Descumm ======= * Turn it into a library, to be used by a command line frontend (like now), ScummVM debugger, and ScummEX. Basically, the API could consist of a single function, which takes a pointer to a memory buffer, its length, the Scumm version and optionally a game id. Also, it would get a pointer to a print function (in the case of the CLI tool, print to stdout; for ScummVM, print to our GUI console; for ScummEX, append to some window/widget) * Rewrite code to use 2 passes; first pass builds an intermediate graph, the second pass then tries to detect loops, break/continue statements etc. Backends ======== * Several of the backend factory functions take config parameters. It should be possible to get rid of those once the config system rewrite (see above) has been done. In that case, the backends simply can query the config manager for these parameters (or any others they might like :-). * Add API to query backend for a list of available music engines Useful for Options dialog * Add API to query backend for a list of available scalers/screenmodes (that is, a list of user presentable names, and corresponding PROP_SET_GFX_MODE values). This is useful for the options dialog * Add PROP_GET_GFX_MODE (mirroring PROP_SET_GFX_MODE) * Consider replacing the PROP_TOGGLE_* properties with GET/SET ones -> this allows more control over these properties (like, it allows the GUI to display checkboxes for these in the options dialog) SDL backend =========== * Fix the "auto dirty rect" computing code - in particular, use a proper checksum algorithm, this should solve many of the problems with some luck * OpenGL code: either fix it (see open bug tracker items and various hacks in the code), or remove it. Does anybody really need this???