[Scummvm-devel] New developer, introductory mail

Thierry Crozat (Yahoo! Mail) thierry.crozat at yahoo.co.uk
Tue Mar 3 00:43:20 CET 2009


Le 1 mars 09 à 15:57, Max Horn a écrit :

>
> 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.
> [...]

Thanks to both of you. You gave me two good reasons why the vag code  
is better in the sword1 engine for now (not generic code, tailored  
made for sword1 engine and avoid cluttering of common dirs).

The only drawback I see too that is that an engine developers might  
not know that the same format is used by another engine and that the  
code already exists to decode it in that engine. It's easier to find  
it if all the decoder are in the same place. But I supposed it could  
be solved by a good documentation (or a wiki page).

Anyway, I made a grep for all the decoders in sound and graphics to  
find out which engine use which decoder. The result is in the  
attached file.
I will add a comment in each decoder header file to specify which  
engines use it and post the patch on the tracker sometime this week.

Thierry

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