Commit Graph

8 Commits

Author SHA1 Message Date
strangerke
69b1485a22 GIT: Clean up: Suppress SVN tags, now useless 2011-05-12 01:16:22 +02:00
Johannes Schickel
b0bd8fa795 SCUMM: Prefer Surface::format over Surface::bytesPerPixel. 2011-04-17 20:58:07 +02:00
athrxx
4e6c025633 SCUMM FM-TOWNS: minor cleanup (git test) 2011-02-13 15:19:43 +01:00
Florian Kagerer
5af782c5d2 SCUMM/FM-TOWNS: disable new graphics code in DS port
svn-id: r53033
2010-10-05 19:04:52 +00:00
Florian Kagerer
3185b9df42 SCUMM/FM-TOWNS: cleanup
svn-id: r53016
2010-10-04 17:03:38 +00:00
Florian Kagerer
c9713bef7c SCUMM/FM-TOWNS: improve merging of graphics layers
svn-id: r52995
2010-10-03 17:25:38 +00:00
Florian Kagerer
77fe52bbd7 INDY3/FM-TOWNS: fix intro graphics bug
svn-id: r52987
2010-10-02 23:18:15 +00:00
Florian Kagerer
0d8f4a22ae SCUMM/FM-TOWNS: fix palette and other graphics issues
This commit should fix at least the following bugs/feature requests: #1032859, #1252088, #1055391, #1315968, #1315938, #1742106, #812891.
The FM-Towns version of Scumm games use a mixed graphics mode with 2 layers (one with 32767 colors and one with 16 colors). Among other things I have added a screen output class which emulates this  dual layer approach which allows specific hardware effects like enabling and disabling layers (e.g. in the voodoo priestess scene in MI1).

Old savegames (saved before this update) will load, but you’ll encounter palette glitches in the verb/inventory screen, since the 16 color palette for layer 2 is not contained in your savegame. This will be true at least for version 5 games. Certain scene change actions (which require the verb/inventory part to be redrawn) might correct this (e.g. try looking at the treasure map in MI1 and closing it). Version 3 games should be okay, since they use a static text palette which is never changed and which will be reset after loading a savegame.

This update requires a USE_RGB_COLORS setting for proper operation. 8 bit users will get a warning that they’ll have to expect palette glitches . Apart from that the engine in 8 bit mode should not only still work okay, but also benefit from some of the other (non palette related) improvements (e.g. bug #1032859 should be fixed even in 8 bit mode).

Japanese font drawing hasn’t been improved much yet. This will be a separate task.

svn-id: r52966
2010-10-01 19:24:52 +00:00