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2ba156184c
This is currently only (partially) implemented for the 16-color Mac versions of Loom and Indiana Jones and the Last Crusade. The text is still drawn in color, since that's rendered separately, but I'm committing this now while it still works.
82 lines
2.9 KiB
C++
82 lines
2.9 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#ifndef GRAPHICS_MACEGA_H
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#define GRAPHICS_MACEGA_H
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namespace Graphics {
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// This is the palette that Basilisk II uses by default for 16-color games.
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// It's basically the same as EGA, but a little bit brighter. While it does
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// seem like games can have their own palette (CLUT) resources, at least Loom
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// didn't seem to use it. (I could be wrong about that.)
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static const byte macEGAPalette[] = {
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0x00, 0x00, 0x00, // Black
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0x00, 0x00, 0xBE, // Blue
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0x00, 0xBE, 0x00, // Green
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0x00, 0xBE, 0xBE, // Cyan
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0xBE, 0x00, 0x00, // Red
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0xBE, 0x00, 0xBE, // Magenta
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0xBE, 0x75, 0x00, // Brown
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0xBE, 0xBE, 0xBE, // Light Gray
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0x75, 0x75, 0x75, // Dark Gray
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0x75, 0x75, 0xFC, // Bright Blue
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0x75, 0xFC, 0x75, // Bright Green
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0x75, 0xFC, 0xFC, // Bright Cyan
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0xFC, 0x75, 0x75, // Bright Red
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0xFC, 0x75, 0xFC, // Bright Magenta
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0xFC, 0xFC, 0x75, // Bright Yellow
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0xFC, 0xFC, 0xFC // White
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};
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// Each color has its own 2x2 dithering pattern. This array remaps them to the
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// color indexes for black and white. The order of the pixels is upper left,
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// upper right, lower left, lower right. I don't know if this is the standard
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// method, but it does seem to be what LucasArts used so maybe it's useful for
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// other games as well.
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//
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// One obvious candidate would be the Mac AGI games, though looking at
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// screenshots makes me suspect that they used 3x2 pixels for each color.
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const byte macEGADither[16][4] = {
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{ 0, 0, 0, 0 }, // Black
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{ 0, 0, 0, 15 }, // Blue
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{ 0, 0, 15, 0 }, // Green
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{ 0, 0, 15, 15 }, // Cyan
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{ 0, 15, 0, 0 }, // Red
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{ 0, 15, 0, 15 }, // Magenta
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{ 0, 15, 15, 0 }, // Brown
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{ 0, 15, 15, 15 }, // Light Gray
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{ 15, 0, 0, 0 }, // Dark Gray
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{ 15, 0, 0, 15 }, // Bright Blue
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{ 15, 0, 15, 0 }, // Bright Green
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{ 15, 0, 15, 15 }, // Bright Cyan
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{ 15, 15, 0, 0 }, // Bright Red
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{ 15, 15, 0, 15 }, // Bright Magenta
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{ 15, 15, 15, 0 }, // Bright Yellow
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{ 15, 15, 15, 15 } // White
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};
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} // end of namespace Graphics
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#endif // GRAPHICS_MACEGA_H
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