Since I have a bad memory, I'm using this thread to keep track of the things I want to do on the engine in the near future.
- 3DS port (work in progress):
- Audio playback
- WebM support
- Pak selection menu
- Look into the possibility of using 24-bit PNGs for backgrounds (not sprites). The framework for this is already in place, we
just don't have a 24-bit PNG loadereven already have a 24-bit PNG loader which we use for the OpenBOR logo/menu graphics. Done for out-of-game backgrounds only (12/1/2014, r4094) - Done! (2/3/2015, r4102)
Fix the apparent memory leak with .ogg - Done! (2/3/2015, r4103-4106)
Fix the various other memory leaks detected by valgrind Commit script memory reduction changes from spring 2014- Done! (11/24/2014, r4090)
Look into generic collision struct as described by DC in the post below this - Finish GUI for tool to create alpha masks from 24-bit PNGs
- Look into measuring frames per second with better precision
- Done! (12/11/2014, r4096)
Look into alpha masking for bglayer/fglayer (note: will be incompatible with 24-bit bg/fg images) - Actually verify that alpha masks match their corresponding sprites, and fail well in the case of a malformed mask instead of having "undefined behavior" that includes possible engine crashes.
- Implemented! (4/22/2015, r4134-4161)
Look further into the feasibility of decoding an actual video format for cutscenes. Initial research shows that WebM/VP8/Vorbis decoding seems doable, and is portable across all platforms we care about via libvpx (VP8 decoder), nestegg (WebM demuxer), and libvorbis/libtremor (already a dependency of OpenBOR). Need to look into performance implications for the less powerful platforms like the Wii. - Fix SDL joystick support.
- Improve WebM playback, i.e., implement A/V sync in a less crude way.
- Look into supporting some form of arrays in script.