More todo stuff.

This commit is contained in:
grinvader
2005-07-06 15:05:35 +00:00
parent a0351d68f8
commit 0fed33d00d

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@@ -1,23 +1,29 @@
Some Issues :
All Ports:
- Recode netplay feature, once core is not random anymore.
SDL Port:
- Low performance due to differences in surface sizes (internal and
SDL), make both the same size.
- OpenGL code is awful, uncomprehensible, stupid and awful again.
We must fix it.
Windows Port:
- OpenGL, or Direct3D support would be nice (we have the source for
OpenGL but it needs to be integrated into the main tree, any takers?)
- MingGW support is now added thanks to Nach! But for some reason
winlink.cpp will not compile with optimisations.
- Auto-detect high/low latency connections and adjust settings accordingly
Compatibility
- Game not working - Guikuden 1 (and some more)
- Graphics Glitches - Uniracers (2p mode), Killer Instinct (couple stages,
black background), FF3 (some sprite clipping probs), Metal Combat,
Tactic Ogre (Menus?)
- Special Chips - DSP1 (95% done), DSP2 (0% done), SA-1 (95% done),
SDD-1 (decompression left), and others
- Game not working - Guikuden 1, Cu-On-Pa (and loads more)
- Graphics Glitches - Killer Instinct (black background), FF3 (Range Time Over
and other sprite trouble), Metal Combat (?), Tactic Ogre (Menus), Energy
Breaker (mode7 world map), Super Aleste (offset incorrect in stage 4),
lots of others...
- Special Chips - DSP1 (95% done), DSP2 (0% done), DSP3 (0% done?), DSP4 (done?)
SA-1 (95% done), C4 (done?), SDD-1 (done?), SPC7110 (all but decomp?)
SFX1/2 (done?), OBC1 (have to clean the mess)
Timing engine
- Convert counter to 32-bit. (assigned to pagefault).
@@ -27,4 +33,3 @@ Timing engine
Graphics Engine
- Fix some windowing/subscreen sprite problems that are still present in
the new graphics engine. Probably pagefault will have to do this.