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
Add an error message when switching to a theme that does not support
the current language (i.e. it does not have fonts for the charset used by
that language).
svn-id: r52965
This patch removes the description for required code modification to sky engine for generation of RESET.* files from the README and places it into a patch file. This patch also adds two modifications which are required to get RESET.* with current codebase not mentioned in the README.
svn-id: r52961
This will be the new class managing all drawing, providing
depth-agnostic methods for all drawing operations, including 2
iterator-like classes, Pixel and ConstPixel.
svn-id: r52946
In order to allow for work on bug #1507756 "BASS: Officer Blunt wrong animation (?)",
the skycpt tool needs to be run, but this was only previously used on case-insensitive
OS i.e. Win32. To get this to work normally on case-sensitive OS i.e. Unix, a number of
corrections were made to the hardcoded filenames to ensure the same case as the
input files.
Minor corrections :
The README was also amended to deal with the pitfall of decompressing savefiles.
Added output of each RESET.* file as processed so offending file can be seen on assertion.
Corrected segfault on missing COMPACT.TXT, so exit is more graceful.
svn-id: r52941
(Possibly related to bug #3076822 - ITE: Dialog repeats in intro.)
The p2_a.voc patch file wasn't played. This was because the engine
first loaded p2_a.voc as a replacement for voice resource 4. Then it
tried to load p2_a.iaf and, when it failed, removed the patch data
for the very same resource. Now it only tries to read a patch if it
hasn't already found a patch for the resource. (There may have been a
similar bug in the end credits as well.)
svn-id: r52928
now also draws "IV" in KQ4 correctly. This wasn't the case before because we reused the regular drawing code, which would see the 0xA ("IV") as linebreak
save for backport
svn-id: r52913
fixes lsl5 english graphic corruption during taj mahal wakeup, should also fix sq5 1.03 graphic corruption right after scrubbing (bug #3041069)
save for backporting
svn-id: r52911
We have to update cursor position, not just terminate the input
buffer. This makes Ctrl-C work as intended, which fixes one half of
bug #3054184 ("SQ1 AGI: keyboard special keys are not functioning
properly"). I'm not sure if the second half actually is a bug.
svn-id: r52899