On Fri, 1 Feb 2008 12:01:38 +0000
James Urquhart <[EMAIL PROTECTED]> wrote:

> Great changes. I think the implementation of the original UI has  
> really added a whole new dimension of polish onto OpenQuest. Nice  
> work! :)

Thanks :)

> My only crits would be:
> 
> - You've cut the inventory display to 4 items but many places in the  
> code (e.g. the header files and verb show)  assume all 8 can used.

Thank you, I had nearly forgoten this.

> - The action verbs are specified in 3 verb statements. The only
> reason why i worry about this is the saveVerbs code assumes that the
> verbs are numbered sequentially, i.e. Give < Move. Will the compiler
> ensure that this will be the case?

As long as they are consecutive, one or more statements will give the
same result. However, the compiler/linker have nothing to ensure that
address are sequentialy added. They are allocated sequentialy, but if a
ressource already took one of the address in the range, it won't work.

Currently the only way to ensure that is to manually set the address of
all the verb in the group. However I plan some to add a way to ask the
compiler to give x consecutive addresse to a ressource.

> - I noticed that there were a few grammatical errors here and there,  
> e.g. "i see what I can do" when talking to the commander in the
> secret room.

Could be, patch welcome as my grammatical skill are pretty poor.

> - A long rectangular grey block appears on the title screen when  
> running under the DOTT interpreter.

Yep, however it doesn't happend if the original title screen is used.
The image probably needed to be fixed.

> > So now it's looking quiet good and there is really not much left.
> > My current TODO have the following left:
> >
> > * Add the triangle puzzle
> > * Fix the bug were the walk anim doesn't start sometimes
> > * Fix the actor layering (carol vs. zif)
> > * Add the end message
> > * Fix Carol's dialog to match the original
> > * Improve the sound sync
> > * Use more defines instead of constants.
> > * Get some music
> 
> Sounds like you've got everything covered. The only thing i would  
> suggest is that perhaps we can make use of the CD track playback in  
> the engine to play the mp3's of the original game? Might be easier  
> than conjuring up a MIDI...
> 
> Quickly looking at the ScummVM code, it looks like one has to have a  
> sound resource which indicates:
>       - The track to play
>       - Whether or not to loop
>       - Start position
>       - End position
> 
> Then you play it with the startSound or soundKludge opcodes.

That would be a solution, and it's definitly something we should
support. So we'll first do that, however I doubt that the DOTT
interpreter will support it and I definitly like to try out imuse.
 
> > There is probably a few more minor thing, but I'd like to know
> > what you
> > think about adding credits at the end. It shouldn't be too hard and
> > would be perfect to:
> 
> Personally i think a single screen with the relevant information  
> displayed should suffice. We don't need fancy scrolling text since
> the team is pretty small.

You are right, however I'd still like to have something better than a
bit of text on a plain background.

        Albeu


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