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SCI: making vga views work in ega games :P
svn-id: r50025
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parent
6f7f6572c4
commit
636ef64c68
@ -203,6 +203,7 @@ void GfxPalette::setEGA() {
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_sysPalette.colors[curColor].g = (_sysPalette.colors[color1].g >> 1) + (_sysPalette.colors[color2].g >> 1);
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_sysPalette.colors[curColor].b = (_sysPalette.colors[color1].b >> 1) + (_sysPalette.colors[color2].b >> 1);
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}
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_sysPalette.timestamp = 1;
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setOnScreen();
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}
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@ -75,12 +75,27 @@ void GfxView::initData(GuiResourceId resourceId) {
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byte seekEntry;
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bool isEGA = false;
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bool isCompressed = true;
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ViewType curViewType = _resMan->getViewType();
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_loopCount = 0;
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_embeddedPal = false;
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_EGAmapping = NULL;
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switch (_resMan->getViewType()) {
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// If we find a SCI1/SCI1.1 view (not amiga), we switch to that type for EGA
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if (curViewType == kViewEga) {
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if (_resourceData[1] == 0x80) {
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switch (READ_LE_UINT16(_resourceData + 4)) {
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case 0: // SCI1
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curViewType = kViewVga;
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break;
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case 1: // SCI1.1
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curViewType = kViewVga11;
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break;
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}
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}
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}
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switch (curViewType) {
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case kViewEga: // View-format SCI0 (and Amiga 16 colors)
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isEGA = true;
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case kViewAmiga: // View-format Amiga (32 colors)
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