some changes for v1 costumes

svn-id: r8380
This commit is contained in:
Paweł Kołodziejski 2003-06-07 10:44:54 +00:00
parent f1b3e170e9
commit 395ab54ea9

View File

@ -436,7 +436,9 @@ void LoadedCostume::loadCostume(int id) {
// Don't forget, these games were designed around a fixed 16 color HW palette :-)
// In addition, all offsets are shifted by 2; we accomodate that via a seperate
// _baseptr value (instead of adding tons of if's throughout the code).
if (_vm->_features & GF_OLD_BUNDLE) {
if (_vm->_version == 1)
_baseptr += 2;
else if (_vm->_features & GF_OLD_BUNDLE) {
_numColors = 1;
_baseptr += 2;
}
@ -510,7 +512,10 @@ void Scumm::cost_decodeData(Actor *a, int frame, uint usemask) {
return;
}
r = lc._baseptr + READ_LE_UINT16(lc._ptr + anim * 2 + lc._numColors + 42);
if (_version == 1)
r = lc._baseptr + READ_LE_UINT16(lc._ptr + anim * 2 + lc._numColors + 30);
else
r = lc._baseptr + READ_LE_UINT16(lc._ptr + anim * 2 + lc._numColors + 42);
if (r == lc._baseptr) {
return;
@ -573,6 +578,8 @@ void CostumeRenderer::setPalette(byte *palette) {
memset(_palette, 8, 16);
_palette[12] = 0;
}
if (_vm->_version == 1)
return;
_palette[_loaded._ptr[8]] = _palette[0];
} else {
if ((_vm->_features & GF_NEW_OPCODES) || (_vm->VAR(_vm->VAR_CURRENT_LIGHTS) & LIGHTMODE_actor_color)) {