[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...

-- 
+- David Given --McQ-+ "Information wants to be free, but my mail client
|  dg at cowlark.com    | does not want to be chock-full of herbal pot
| (dg at tao-group.com) | alternative spam." --- Sant Lupus on Slashdot
+- www.cowlark.com --+ 





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