[Scummvm-devel] Woohoo! It runs!
David Given
dg at cowlark.com
Fri Aug 1 10:54:06 CEST 2003
Not bad for about four hours work, I must say. Once I worked out the quirks in
the API it was all pretty straightforward.
There's lots to do yet, so you won't be seeing it for a while, but it's
playing the non-interactive part of monkeyEGA (the only demo I can lay my
hands on) happily.
Still to do: keyboard input, sound output, threads, shakes, save file manager,
etc, etc. But it runs! Yay!
I still have some questions.
* How is sound generated? The main engine registers a callback with me; I call
this callback whenever I need to populate an audio fragment, right? How are
things like latency or queuing issues handled?
* What is set_cursor_pos() for? Is it just to tell the backend where to
display the mouse pointer? On my hosted environment, the mouse cursor will be
moved around by the GUI system itself, so I don't need to manually move it
every time a mouse motion event comes in. Can I implement it as a noop, or is
there ever a situation where the mouse pointer needs to be displayed in a
position other than where it is?
* What's the format of the mouse pointer bitmap?
* Is there ever going to be more than one OSystem object at a time? I notice
that another object is created when a game is picked off the menu; is the old
one always discarded first?
Also, and slightly embarassingly, all my Scumm games are packed away in
storage with my other computer. If anyone has a copy of the Monkey Island
VGA, Monkey Island 2, Sam & Max or Fate of Atlantis *demos*, would they
please get in touch? monkeyEGA is not exactly going to wow the bosses...
--
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+- www.cowlark.com --+
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