remove some old stuff

This commit is contained in:
Glenn Maynard
2003-03-28 09:24:09 +00:00
parent 89ba014f15
commit 415f2b30da
-40
View File
@@ -219,11 +219,6 @@ box, so they can be easily copied.
I'll probably do this once I figure out a good place to display warnings.
*********
* use / as a filename separator, not \
Change this in song data at load time, too.
*********
An override file. Some people put their data on CD; it'd be nice to
@@ -245,16 +240,6 @@ or color showing songs that currently have overrides ...
********
A single options menu; toggle "graphics", "game options", "key
config", etc. as a separate option at the top to toggle which option
set is visible. Too much stuff on the main menu.
Don't put the game toggle here; it's used too much.
(Soon, but probably not for b6.)
********
Debug options. Options that most users don't need, but I don't want
to edit .INIs manually. Show FPS can go here.
@@ -308,14 +293,6 @@ be discouraged.
********
Find a replacement for the CRC code. It doesn't explicitly give
permission to distribute or modify; only "use", which means we
really can't even distribute it, much less link it against a GPL
program. (No doubt it was probably *intended* to allow modification
and distribution, of course, but it doesn't say that.)
********
Make autogen go through combinations of arrows.
That is, right now we just walk through consecutive arrows. DDR
@@ -323,23 +300,6 @@ to Pump results in DL, DR, C and UR being used or UL, C, UR, DR.
Instead, walk through all combinations of 4; 11110, 11101, 11011,
10111, 01111, so more patterns are possible.
Fix the hold note strangeness first, though.
********
Texture cache. Decompressing, resizing and occasionally dithering
images takes a good amount of time (most of the load time). Do all
this and write the postprocessed data to disk; read it and load it
in a simple block load later on.
This is tricky; it's possible that reading uncompressed textures
will be slower than reading compressed ones and porcessing them.
I was hoping to use hardware compressed textures for this, but they're
way too low quality.
Also, some mechanism to cache song images during the song scan,
so we don't spend time doing it in the music wheel or gameplay.
********
Note that a 16bpp framebuffer bit depth can give extremely high quality