Commit Graph

132 Commits

Author SHA1 Message Date
Eugene Sandulenko
166e009061 First attempt to position NES graphics correctly on screen. Still verbs
are at wrong places.

svn-id: r17217
2005-03-24 04:53:28 +00:00
Eugene Sandulenko
9ab0962f6d Lots of MM NES changes from Quietust and me
o Swap palette entries 0x00 and 0x1D in all necessary places. This gets
    rid of gray background
  o added a function NES_loadCostumeSet(int n) in order to do #1 for sprites
  o Widen screen to 256 pixels and center narrow rooms in it
  o Partial fix for subtitle rendering, now at least first line is
    rendered with identation

svn-id: r17212
2005-03-24 03:22:32 +00:00
Eugene Sandulenko
e2f33c69ab Fix MM NES text rendering so old messages are cleared up correctly.
svn-id: r17202
2005-03-23 04:22:11 +00:00
Eugene Sandulenko
0bcb0ac257 Many MM NES fixes/improvements from Quietust:
o Doesn't crash when going upstairs. Now game is playable up to
    the green tentacle
  o Proper subtitles colors
  o Room mask is decoded but doesn't affect sprites yet
  o Inventory draw issues fixed
  o Fix actors position when they're facing right

svn-id: r17191
2005-03-21 23:51:48 +00:00
Eugene Sandulenko
1febad7cc5 First attempt to fix charset colors.
svn-id: r17165
2005-03-16 03:40:25 +00:00
Eugene Sandulenko
f86768fee8 Preliminary support for NES charsets. Colors are wrong and we get glitches
caused by too narrow screen. Also text clearing doesn't work.

svn-id: r17164
2005-03-16 03:20:32 +00:00
Eugene Sandulenko
50f6eb740c Distinguish between green and amber hercules. Now specify it via hercGreen
and hercAmber. Updated documentation accordingly.

svn-id: r16975
2005-03-02 21:46:51 +00:00
Eugene Sandulenko
27469a1896 Patch #1121337 (CGA rendering in early LEC titles).
Differences against patch:
  o Updated documentation
  o Fixed text colors
  o Implemented Hercules dithering

Ditherers are based on loom ega and monkey ega, so for zak and mm they're
wrong, i.e. these games look better than with original ditherers.

TODO:
  Proper ditherers for zak & MM
  EGA ditherers for VGA SCUMM v5 games

svn-id: r16816
2005-02-20 00:17:22 +00:00
Max Horn
47280d9433 Updated copyright
svn-id: r16398
2005-01-01 16:09:25 +00:00
Gregory Montoir
da874257a5 to please PalmOS, I moved the _wiz member to ScummEngine_v70he, where it actually belongs, I don't quite like the upcasts I introduced, but I don't know how to deal without them
svn-id: r16132
2004-12-19 12:30:40 +00:00
Gregory Montoir
5e351b0c31 moved all the HE wiz stuff to a separate module, with minor cleanups and simplifications
svn-id: r15921
2004-11-27 17:50:23 +00:00
Max Horn
b60febe8a8 Patch #1048283 (Improved CJK / FM-TOWNS support & some documention)
svn-id: r15671
2004-10-23 23:08:53 +00:00
Torbjörn Andersson
5f7f3dc0d2 Whitespace
svn-id: r15647
2004-10-22 10:25:56 +00:00
Max Horn
a904bfc9cf This makes no sense here...
svn-id: r15481
2004-10-09 00:33:35 +00:00
Travis Howell
270de2a503 Ooops
svn-id: r15425
2004-10-06 01:01:44 +00:00
Travis Howell
23ae8207de Better clipping code.
svn-id: r15424
2004-10-05 23:37:59 +00:00
Travis Howell
3ea5ebce0e thinkerk works now.
svn-id: r15421
2004-10-05 14:40:22 +00:00
Travis Howell
29e0bbb13f Allow color adjustment when decompressing wizImages.
svn-id: r15419
2004-10-05 09:39:39 +00:00
Travis Howell
56ae86ef4f HE71+ games use wizImages for charset too.
svn-id: r15417
2004-10-05 05:52:48 +00:00
Max Horn
763eae3f70 Fixed text rendering in vertical scrolling rooms in COMI (I hope), fixes bug #1036707 (COMI: Subtitles positioned incorrect)
svn-id: r15367
2004-10-01 09:06:12 +00:00
Max Horn
468758fa6c Use FM-TOWNS consistently
svn-id: r15345
2004-09-29 09:47:38 +00:00
Max Horn
f2f27634c2 Check for negative width/height
svn-id: r15340
2004-09-29 00:04:38 +00:00
Max Horn
d3444e3ba1 Perform some more clipping -- yet another attempt at bug #1033857 :-)
svn-id: r15308
2004-09-27 20:42:10 +00:00
Max Horn
f3fe01fa67 Text clipping in charset renderer was broken in some cases, fixed (this might help bug #1033857)
svn-id: r15298
2004-09-26 16:53:51 +00:00
Max Horn
bad5721c63 Fix charset text in V7_SMOOTH_SCROLLING_HACK mode
svn-id: r15257
2004-09-24 22:30:51 +00:00
Max Horn
faf42c2858 Moved some init code around (hopefully this'll help PalmOS)
svn-id: r15209
2004-09-20 22:04:06 +00:00
Max Horn
768133d6e6 Rename some member vars to avoid _ followed by an uppercase letter. More of those are left in the code, though (and I am not really sure whether we want to change that, so far we had no problems caused by this)
svn-id: r15175
2004-09-18 22:42:45 +00:00
Travis Howell
0ab96ee6c8 Move function as requested.
svn-id: r14844
2004-08-31 07:40:28 +00:00
Travis Howell
93584bcdc3 Add HE version 80 to avoid additional game ids
svn-id: r14843
2004-08-31 07:32:53 +00:00
Travis Howell
e0bb88b91c Add some WIP code for HE games.
Add some music adjustments

svn-id: r14839
2004-08-30 11:52:33 +00:00
Travis Howell
8c8ed39b05 Add HE 7.2 differences
svn-id: r14823
2004-08-29 03:19:09 +00:00
Max Horn
c749061405 Reduced warning to the case which actually might be broken...
svn-id: r14821
2004-08-29 00:15:36 +00:00
Jonathan Gray
b1654de7aa compilation fix
svn-id: r14706
2004-08-23 08:50:54 +00:00
Max Horn
28c32a9fb7 Add LOOM cursor support
svn-id: r14703
2004-08-23 08:37:55 +00:00
Max Horn
152a5e97fe Modified VirtScreen to inherit from Graphics::Surface, and added getPixels()/getBackPixels() accessors (these changes make it a bit easier to implement smooth scrolling); also replaced some uses of rtBuffer by proper access through the corresponding VirtScreen
svn-id: r14612
2004-08-14 19:42:00 +00:00
Max Horn
a23e1e841d FIXME comment regarding blitAlso charset rendering mode (which i believe is broken right now)
svn-id: r14588
2004-08-14 00:24:12 +00:00
Max Horn
eae0ab3a9f Fix for bug #1008621 and #1008622
svn-id: r14587
2004-08-14 00:17:49 +00:00
Max Horn
390c4dccbb Fix by erik for bug #1006098 (FBDEMO: Subtitle regression in intro)
svn-id: r14541
2004-08-10 21:54:29 +00:00
Max Horn
835ef5f012 Patch #1003866 (SCUMM: New text rendering code (fixes various bugs))
svn-id: r14521
2004-08-08 22:10:38 +00:00
Max Horn
df984b3824 Thanks to File::setDefaultDirectory(), in most cases it is *not* necessary to pass getGameDataPath() on to File::open()
svn-id: r14087
2004-06-27 21:52:25 +00:00
Max Horn
f9cd78cedd Workaround for bug #864030 (COMI: ASCII 0xb (11) not handled)
svn-id: r13621
2004-04-25 13:34:19 +00:00
Max Horn
3dcd7bbfa8 Record on which virtual screen we last drew masked text
svn-id: r13507
2004-04-08 23:41:10 +00:00
Max Horn
bf0e879aa1 Semi-experimental change: revised _hasMask handling -> simpler code (after removing those FIXME's that is :-), which should still produce identical results (let's wait for the regressions rolling in :-)
svn-id: r13498
2004-04-08 01:38:07 +00:00
Max Horn
fa87f49784 cleanup
svn-id: r13490
2004-04-06 22:02:02 +00:00
Max Horn
d859bebb90 Fix for last part of bug #766749 (COMI: Text should not always have a shadow): do not draw shadow for charset 3
svn-id: r13460
2004-04-04 19:17:28 +00:00
Max Horn
a2413dad38 Fix for bugs #915586, #905856, part of bug #766749 (COMI: Bug with text being printed on the edge of the screen)
svn-id: r13452
2004-04-03 23:44:06 +00:00
Max Horn
9d5dace366 whitespaces
svn-id: r12998
2004-02-22 21:02:06 +00:00
Max Horn
11425a0cdd do a better job at charset clipping; some reengineering. However, to properly fix text drawing in COMI, we need to do some major changes
svn-id: r12417
2004-01-15 22:37:48 +00:00
Max Horn
d1a80a659b cleanup
svn-id: r12259
2004-01-08 17:41:11 +00:00
Max Horn
6222d6e643 more cleanup
svn-id: r12234
2004-01-08 03:24:41 +00:00