[Scummvm-devel] New developer, introductory mail
Max Horn
max at quendi.de
Sun Mar 1 16:57:47 CET 2009
Am 01.03.2009 um 07:00 schrieb Fabio Battaglia:
> On Sun, 2009-03-01 at 11:17 +0000, Thierry Crozat (Yahoo! Mail) wrote:
>
[...]
>> One remark though: why adding the files to read vag format in the
>> sword1 engine directory? It seems to be it would be better to have
>> them in the sound directory, especially if you want to add support
>> for other PSX games.
>
> You have a point there, i think those files will indeed be moved to
> sound, where they can be used by other engines too.
Please *only* do that if you really, really can take advantage of them
in other games. This holds fore everybody: Do not proactively move
stuff to common, graphics, sound etc. unless you are sure it will be
of use for multiple engines.
I am unhappy about the apparent trend we have to move everything to
the common dirs, just because we can. Like we have a flic player in
graphics/ which is only used by one engine. I wonder why it is in
graphics... Mind you, it's good to base stuff on our common APIs; that
way, if people really want to reuse stuff in their own engines, it
becomes a simple matter of moving
So, if you really want to move the VAG decoders to sound/, then please
tell us which other games you want to work on use VAG games, and
document them in the header file of the vag decoder for future use.
Please understand that I do not want to burden you unfairly with work
that for some reason others before you didn't have to perform --
rather, it was a mistake, IMHO, not to ask for that in the case of
other decoders :-(. So, I really think we should start adding comments
to all our video & sound decoders stating which engines use them.
Moreover, we should consider the following: If we are compiling with
plugin support *off*, then we could only compile each decoder if any
engine using it is also compiled. E.g. SMKPlayer is used by agos,
saga, scumm, sword1, sword2 -- so only compile it in if any of these
engines is enabled OR if plugin support is enabled.
Another possibility (orthogonal to the above) : Add a big #ifdef
ENABLE_PSX_GAMES / #endif pair. That way, ports with limited memory
can disable support for these obscure game variants, in order to
conserve precious space.
Bye,
Max
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