This commit aims at getting the text almost pixel-exact like the original (from disasm and from comparison with an emulator).
It seems that the original messed up the upscaling (from 320x200 to 640x400). The whole method how they do it is weird. The text is rendered on a 320x200 pixel surface and this surface gets blitted in the center of a 640x400 pixel screen. Sometimes they
seem to assume to draw onto 320x200, sometimes onto 640x400 (e. g. the line height for the paragraph headlines is assumed to be 11, although the font height is 18; and it will use height 18 for all the other text lines). Also, the orginal will use different printing methods for the headlines and for the text blocks below, which also doesn't help to get this right...
Now, some credits text lines are still off by 1 pixel vertically due to my method of upscaling (at the very last moment in drawDirtyRects()). I find this a much cleaner approach than the original method which is just hacking up the whole graphics code to use 640x400 coords (except for the places they forgot, see above). But this also means I can't hit the odd lines for text positioning, thus the one pixel off sometimes...
Contains the intro text and opening credits.
This is currently in Unicode; may need to make it Shift JIS later,
depending on how multibyte handling goes.
- The logo screens of all ITE versions are shown correctly now
- Wyrmkeep versions, demo versions with scene substitutes, demos with
mono music and demo versions with LE VOX encoded voices are all found
automatically now
- Stopped loading the isomap and puzzle game modules for IHNM, as they are not used for that game (this saves some memory for IHNM)
- Removed getDisplayWidth() and getDisplayHeight()
svn-id: r35473