ScummVM RGB color progress blog

June 23, 2009

Status report

Filed under: Uncategorized — Upthorn @ 2:19 pm

What follows is a copy of the status report email I sent the ScummVM GSoC mentors list, as it has been requested that I post it on my blog as well:

Hello Eugene, everyone:
Here is the status report and timeline for my project, as requested:

My project was to develop and implement 16-bit (and optionally 24/32 bit) graphical support for games that made use of it. I was to focus primarily on the later HE Scumm games.

The current status is that:

  • the 16-bit HE Scumm games are all displaying in 16-bit
  • A preliminary API has been designed for games to request specific graphical formats of the backend
  • this API has been implemented in the SDL backend

My currently active tasks are:

  • refining/simplifying the API
  • writing documentation for the API

My future tasks are:

  • Exhaustive testing of the 16-bit scumm engine games, to ensure that there are no 16-bit related display glitches
  • Work necessary in other engines with 16-bit RGB graphics to make use of the finalized API, (as time permits)
  • Upgrading the scalers, gui, and SDL backend to support 24/32 bit pixel formats, if time permits

Here is the timeline so far:

  • May 18th – May 21st: Began work on SDL backend, implementing 16-bit screen surface to test with
  • May 22nd – May 29th: Began work on Scumm engine, implementing 16-bit displays to test 16-bit SDL screen.
  • May 30th – Jun 1st: Travis assumed responsibility for Scumm HE rendering code for 16-bit support. I tested games for display bugs, and fixed a backend bug.
  • Jun 3rd: Max creates SVN branch for me, Kirben and I commited our patches.
  • Jun 4th – Jun 6th: developed hack to allow 8-bit and 16-bit cursors to display properly.
  • Jun 7th – Jun 13th: Discussed API concerns with key ScummVM developers, developed ad-hoc API while awaiting conclusions.
  • Jun 14th – Jun 17th: Documented discussion results and refactored ad-hoc API code to bring it in line with the decisions that were made.
  • Jun 18th – Jun 22rd: Began streamlining and refining the API.

Here is my expected timeline for the future (optimistic):

  • Jun 23rd – Jun 26th: Finalize and document the API.
  • Jun 27th – Jul 13th: Test 16-bit SCUMM HE games for display glitching.
  • Jul 14th – Jul 28th: The vacation I mentioned in my application, possible continued testing of SCUMM HE games.
  • Jul 29th – Jul 31st: Do research of other engines requiring RGB color support.
  • Aug 1st – Aug 7th: Enhance these engines to make use of the API
  • Aug 8th – Aug 17th: Improve scalers, gui, and SDL backend to support 24 and 32 bit pixel formats

Here is my expected timeline for the future (pessimistic):

  • Jun 23rd – Jul 13th: Finalize and document the API.
  • Jul 14th – Jul 28th: The vacation I mentioned in my application, begin testing 16-bit HE Scumm games for graphical glitching
  • Jul 29th – Aug 17th: Continued testing and bugfixing of 16-bit HE Scumm games.

I hope this is sufficient,
Jody Northup

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