scummvm/graphics/macega.h

82 lines
2.9 KiB
C
Raw Normal View History

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#ifndef GRAPHICS_MACEGA_H
#define GRAPHICS_MACEGA_H
namespace Graphics {
// This is the palette that Basilisk II uses by default for 16-color games.
// It's basically the same as EGA, but a little bit brighter. While it does
// seem like games can have their own palette (CLUT) resources, at least Loom
// didn't seem to use it. (I could be wrong about that.)
static const byte macEGAPalette[] = {
0x00, 0x00, 0x00, // Black
0x00, 0x00, 0xBE, // Blue
0x00, 0xBE, 0x00, // Green
0x00, 0xBE, 0xBE, // Cyan
0xBE, 0x00, 0x00, // Red
0xBE, 0x00, 0xBE, // Magenta
0xBE, 0x75, 0x00, // Brown
0xBE, 0xBE, 0xBE, // Light Gray
0x75, 0x75, 0x75, // Dark Gray
0x75, 0x75, 0xFC, // Bright Blue
0x75, 0xFC, 0x75, // Bright Green
0x75, 0xFC, 0xFC, // Bright Cyan
0xFC, 0x75, 0x75, // Bright Red
0xFC, 0x75, 0xFC, // Bright Magenta
0xFC, 0xFC, 0x75, // Bright Yellow
0xFC, 0xFC, 0xFC // White
};
// Each color has its own 2x2 dithering pattern. This array remaps them to the
// color indexes for black and white. The order of the pixels is upper left,
// upper right, lower left, lower right. I don't know if this is the standard
// method, but it does seem to be what LucasArts used so maybe it's useful for
// other games as well.
//
// One obvious candidate would be the Mac AGI games, though looking at
// screenshots makes me suspect that they used 3x2 pixels for each color.
const byte macEGADither[16][4] = {
{ 0, 0, 0, 0 }, // Black
{ 0, 0, 0, 15 }, // Blue
{ 0, 0, 15, 0 }, // Green
{ 0, 0, 15, 15 }, // Cyan
{ 0, 15, 0, 0 }, // Red
{ 0, 15, 0, 15 }, // Magenta
{ 0, 15, 15, 0 }, // Brown
{ 0, 15, 15, 15 }, // Light Gray
{ 15, 0, 0, 0 }, // Dark Gray
{ 15, 0, 0, 15 }, // Bright Blue
{ 15, 0, 15, 0 }, // Bright Green
{ 15, 0, 15, 15 }, // Bright Cyan
{ 15, 15, 0, 0 }, // Bright Red
{ 15, 15, 0, 15 }, // Bright Magenta
{ 15, 15, 15, 0 }, // Bright Yellow
{ 15, 15, 15, 15 } // White
};
} // end of namespace Graphics
#endif // GRAPHICS_MACEGA_H