[Scummvm-devel] Broken Sword 2.5 engine
Joost Peters
joostp at 7fc1.org
Tue Oct 19 16:27:20 CEST 2010
The PSP port currently fails to build with this engine and dynamic
plugins enabled, see:
http://buildbot.scummvm.org/buildbot/builders/trunk-psp/builds/6747/steps/compile/logs/stdio
The reason seems to be that the sword25 engine references stuff from
libpng directly, but this library isn't being linked with the plugins.
Rather than conditionally adding -lpng to the plugin link flags, I think
it would be nicer if the PNG loading went through the common graphics
code, like for example the JPEG code in graphics/.
In addition to this, it'd be nice if the PNG writing code from
Sword25::Screenshot::SaveToFile() would use the existing thumbnail code
instead.
Can someone from this engine please comment on the feasibility of the
above? Thanks.
Cheers,
Joost
Paul Gilbert wrote:
> Hi all,
>
> With the merging of the Broken Sword 2.5 engine into the trunk, yay :),
> I'd thought I'd raise a couple of points regarding the engine:
>
> 1. For those of you, like me, using Visual Studio to compile ScummVM,
> you currently need to go to the Project Options for the 'sword25'
> project, and under the C++ section, change the 'Disable Language
> Extensions (/za)' option to 'No'. This is needed to properly compile the
> Lua code module. I'm aware that there are some warnings currently in the
> module, such as the use of 'tmpnam' and various pointer conversions. Up
> until now we left them alone because we didn't want to start modifying a
> third party library. We could always discuss it further, if anyone has
> any opinion on the matter.
>
> Maybe now that it's hit the trunk, someone could patch the create_msvc
> tool to automatically not set that flag for the sword25 project? I've
> mucked around with the tool myself, but I'm not really happy with my
> hacks, so it can probably be done cleaner by someone else, such that
> only sword25 doesn't have the setting.
>
> 2. Refer to the TODO list at:
> http://wiki.scummvm.org/index.php/Sword25/TODO
>
> Particularly what I consider to be the biggest remaining bug is that
> there's a memory corruption during savegame loading that I hadn't had a
> chance to track down yet. Maybe someone familiar with Valgrind can take
> a look into it.
>
> 3. There's still a lot of German comments in the code, so maybe someone
> interested in delving into the engine can spend some time with Google
> Translate to convert them. :). I don't think there's any easy automated
> way to convert all the comments, so it's probably going to have to be a
> gradual manual process.
>
> Regards,
>
> Paul.
>
>
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