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ScummC TODO
jamesu edited this page Sep 14, 2010
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As it stands ScummC is fairly useable for making basic V6 games. However numerous things are left to do…
- Rework the charset converter to use a more generic import/export structure and perhaps have some filters.
- Add defines with parameters.
- Find more informations about the MIDI “flavors” used by Scumm.
- Investigate what’s up with game without a single actor or object (perhaps the engine just can’t cope with that case, but i doubt).
- Move the box stuff to a text format.
- Add undo when editing SCAL in the boxeditor.
- Look at reducing the symbol tables size in the roobj files. Currently way too many symbols might get duplicated.
- Check the endian safeness in the programs not used by the test suite.
- Figure out what the few unknown opcode left do: 0×58, 0×59, 0xBD look like NOP but who know. 0xC1 it take a value from the stack and a string. According to cyx it’s a trace opcode. Would be nice to hook that in ScummVM.
- Support versions 5 and below (would require a significant rewrite of the code generator. Not recommended for the faint hearted! – probably best just to check out Scummbler)
- Implement a the tile puzzle to release the blue cup (using actors for the tile pieces seems the only plausible solution).