42 Commits

Author SHA1 Message Date
Eugene Sandulenko
3588b96d4f Added --disable-hq and --disable-scumm-7-8 options. Also improved
DISABLE_HE so more HE-specific code gets excluded.

svn-id: r18099
2005-05-14 22:56:41 +00:00
Max Horn
3a4dafeaa3 desaturatePalette is V8 specific
svn-id: r17827
2005-04-26 15:42:35 +00:00
Max Horn
4239ac7407 Since we don't store _CLUT_offs anymore, we can clean up the code related to it now
svn-id: r17823
2005-04-26 14:24:29 +00:00
Gregory Montoir
167d43d924 safer and consistent with remapPaletteColor
svn-id: r17693
2005-04-19 20:18:28 +00:00
Travis Howell
e5f66f38b8 Remove FIXME comment, the current code is correct.
The 6/6/6 style palettes are just SCUMM 5/6 specific.

svn-id: r17681
2005-04-19 07:42:51 +00:00
Travis Howell
9a758a9479 Simpler check.
svn-id: r17680
2005-04-19 07:28:43 +00:00
Travis Howell
ad96d7fdb1 Actually applies to all SCUMM 5/6 games.
svn-id: r17679
2005-04-19 07:06:05 +00:00
Travis Howell
fd6c9ad9d3 Add different in monkey2 FM-TOWNS
svn-id: r17678
2005-04-19 06:44:54 +00:00
Travis Howell
f3129c261a Ooops
svn-id: r17675
2005-04-19 04:16:03 +00:00
Travis Howell
b916eb1975 Add some palette different in HE80+ games.
svn-id: r17674
2005-04-19 04:12:49 +00:00
Travis Howell
caae2f00de Add separate function for loading palette from choosen room.
Avoid pointer problems.

svn-id: r17653
2005-04-17 12:55:42 +00:00
Max Horn
871e278f8b Reduce dependencies on scumm/util.h; modified ScummNESFile a bit so that it complies a bit better with our code formatting rules
svn-id: r17508
2005-04-10 12:59:17 +00:00
Max Horn
807b573ab2 Fix GF_OLD256 palette size (no idea if that has an effect anywhere)
svn-id: r17313
2005-03-31 23:04:46 +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
11a1f9bb00 NES palette fixes from Quietust.
Some fixes of gray background for NES. Though maybe proper approach
would be to add global vars instead of checking every time.

svn-id: r17190
2005-03-21 01:15:30 +00:00
Eugene Sandulenko
ed45ee5a05 NES cursor fixes from Quitetust. No need to use separate palette.
svn-id: r17170
2005-03-17 03:20:25 +00:00
Eugene Sandulenko
1abab50123 Tile-based NES cursor for MM NES.
svn-id: r17169
2005-03-17 02:55:20 +00:00
Eugene Sandulenko
654528422d Preliminary support for MM NES.
svn-id: r17133
2005-03-13 23:18:59 +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
Max Horn
d299f0601b Reducing header dependencies a bit
svn-id: r16347
2004-12-27 22:08:20 +00:00
Travis Howell
db63483001 Add missing roomOps case for HE games.
svn-id: r15404
2004-10-04 04:04:37 +00:00
Max Horn
2f9ea12ddd cleanup
svn-id: r15224
2004-09-21 13:54:30 +00:00
Max Horn
899a64cbc9 cleanup
svn-id: r15222
2004-09-21 12:44:34 +00:00
Gregory Montoir
22b2cfa002 preliminar AuxQueue support (freddemo intro), some glitches though
svn-id: r15149
2004-09-18 00:36:17 +00:00
Gregory Montoir
54a84da97c preliminar Wiz images support (HE 72)
svn-id: r14875
2004-09-03 17:27:40 +00:00
Travis Howell
54a5e3612d Correct value
svn-id: r14622
2004-08-15 07:44:57 +00:00
Travis Howell
c460aae163 Ooops, adjust for start value.
svn-id: r14338
2004-07-26 14:11:27 +00:00
Travis Howell
f8e0fb18ba Ooops, adjust for start value.
svn-id: r14337
2004-07-26 14:10:42 +00:00
Travis Howell
dc6541dedb Fix darkness issues in Amiga verisons of FOA/MI2.
svn-id: r14333
2004-07-26 05:40:23 +00:00
Travis Howell
55a4164f33 Fix love sign missing when black light turned on, in Sam & Max regression.
svn-id: r14325
2004-07-25 14:48:07 +00:00
Travis Howell
4105fdd4f6 Merge palette functions.
svn-id: r14324
2004-07-25 11:29:38 +00:00
Travis Howell
290d73ea0b Sam & Max doesn't need separate palette, just uses _shadowPalette.
svn-id: r14323
2004-07-25 09:21:58 +00:00
Travis Howell
465331ceba Simpler method from _sev
svn-id: r14203
2004-07-13 10:18:06 +00:00
Travis Howell
d189654e55 More palette changes needed for HE 7.0 games.
svn-id: r14202
2004-07-13 09:59:13 +00:00
Travis Howell
26f4df6aa3 Color cycling is only used in SCUMM 4+ games.
svn-id: r14186
2004-07-11 03:46:32 +00:00
Max Horn
c6752cccf5 renamed more OSystem methods to follow our naming scheme; renamed NewGuiColor to OverlayColor; fixed some calls to error() in the SDL backend
svn-id: r13087
2004-02-28 12:58:13 +00:00
Travis Howell
c7a14eb935 Add EGA palette range correction (#896434)
svn-id: r12850
2004-02-13 11:36:44 +00:00
Travis Howell
dc852177fb No longer required.
svn-id: r12721
2004-02-04 08:08:56 +00:00
Max Horn
033ff78ae9 updated copyright notice
svn-id: r12176
2004-01-06 12:45:34 +00:00
Max Horn
2ce4d13c04 split out cursor/palette code into separate source files
svn-id: r12138
2004-01-04 14:35:46 +00:00