Commit 554d5ba6 authored by Steven Fuller's avatar Steven Fuller

TODO: updated task list

README: added a note about config/save game file versions...
parent 06fba6a9
NOTE: save games and configuration files now have version fields. Version
0xFFFFFFFF is only for non-release/debug/snapshot versions (in other words,
the file formats may change at any time).
How to use:
......
......@@ -21,30 +21,25 @@ SD_StartMusic((MusicGroup *)audiosegs[STARTMUSIC + chunk]);
SD_StartMusic(chunk);
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* use int16_t, etc (stdint)
* serialize reads/writes
* finish serializing reads/writes, endian issues
* fix fix fix different size stuff
works alright at some res, but breaks on most others currently
* add ylookup
* remove farmapylookup?
* would be nice if Quit() used vsnprintf, etc
* actor walking through door is drawn in front of door: near end of E1M1 for
example
example (is this reproducible?)
* getenv so that you can point an env. var to the proper dir
* rewrite hw (sound, input) code, remove stuff like SD_SetSoundMode
* fix config file and savegames
* use static and const where appropriate
* convert uses of open() to fopen(), etc maybe
move fileio code to a seperate file
* menu code is a mess, always does things differently than the rest of the
code, it really needs to be cleaned up
* id_ca.c cache code: fix/readd/rewrite the "garbage collection" system?
* rewrite id_ca.c: uniform memory handling system
* clean up header files, especially wl_def.h, where some declarations aren't
in the right place
* is that memory intro screen needed anymore? probably not, although it
would be nice to show what version is loaded, but doom just printed text
and the intro screen which came with wolf3d has copyrighted/trademarked images
maybe make a new intro screen...
* is that memory intro screen needed anymore?
no, will be removed soon
* fix the input code, everything is spread out... ideally everything should
work the same, let the input handler do it all instead
i think its safe for now to go with the scancodes as being the "universal"
......@@ -53,13 +48,12 @@ translate
* wl_menu uses specific scancodes for names, config file will have to use
metaname like sc_Left etc or something
* add a ViewMap? (could be done similar to mac version)
* find and remove any function stubs (functions which just call another
function with same parameters, only difference is the name)
* change the current parameter handling code to something like getopt
* remove check for debugmode?
* fizzlefade is hackish, stipple buf would work ok in opengl, maybe only
update once per frame or such...
no idea how to do fizzlefade in TrueColor X
fix fizzlefade for non 320x200 resolutions
* check filehandling (ex, file missing, bad file type, and such)
PlayDemoFromFile specifically
* deathcam went by too fast, and right before the fizzlefade was being done
......@@ -67,8 +61,6 @@ on the border
same with the spear of destiny animation part of ending
* reduce code duplication in the vi_* files.
* split wl_draw into two files (draw independent, draw dependent)
* make sure none of the non-loader code tries to handle gfx/sound data
directly
* when window loses focus, it should clear the keys
* rename visable to visible
* create 'sound channels' with priority.. ie a door can only make one sound
......@@ -87,7 +79,14 @@ Save game header:
4 bytes: checksum for the data (after text string)
32 bytes: text string
< data follows >
Version 0xFFFFFFFF Data: (Unofficial Save Game data)
<see wl_main.c>
Version 0x00000000 Data: (Official)
<undetermined>
Version 0x00000001 Data: (Official)
<undetermined but will be compressed>
---
......@@ -106,4 +105,7 @@ Version 0xFFFFFFFF Data: (Unofficial Config data)
Version 0x00000000 Data: (Official)
<undetermined>
Version 0x00000001 Data: (Official)
<undetermined but will be compressed>
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