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authorPaul Gilbert2007-09-23 22:12:37 +0000
committerPaul Gilbert2007-09-23 22:12:37 +0000
commit532ae68aa2f1df5a0dfd900d594c3a3ca684e04f (patch)
treefb157416fb58dfa0ac5bb284e468bfdee6ad12ec
parent59e9e25a5fa2754037363756e08a7a63ce83f9b5 (diff)
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Tweaked the colour fading code so that room 4 will display correctly
svn-id: r29068
-rw-r--r--engines/lure/room.cpp9
1 files changed, 5 insertions, 4 deletions
diff --git a/engines/lure/room.cpp b/engines/lure/room.cpp
index acab44deea..947192099f 100644
--- a/engines/lure/room.cpp
+++ b/engines/lure/room.cpp
@@ -512,7 +512,7 @@ void Room::setRoomNumber(uint16 newRoomNumber, bool showOverlay) {
}
_screen.empty();
- _screen.setPaletteEmpty(GAME_COLOURS);
+ _screen.setPaletteEmpty(RES_PALETTE_ENTRIES);
_numLayers = _roomData->numLayers;
if (showOverlay) ++_numLayers;
@@ -521,11 +521,12 @@ void Room::setRoomNumber(uint16 newRoomNumber, bool showOverlay) {
for (uint8 layerNum = 0; layerNum < _numLayers; ++layerNum)
_layers[layerNum] = new RoomLayer(_roomData->layers[layerNum],
layerNum == 0);
-
+/*
// Load in the game palette, which contains at it's top end general GUI element colours
Palette mainPalette(GAME_PALETTE_RESOURCE_ID);
- _screen.setPalette(&mainPalette, 0, GAME_COLOURS);
-
+ _screen.setPalette(&mainPalette, RES_PALETTE_ENTRIES,
+ GAME_COLOURS - RES_PALETTE_ENTRIES);
+*/
// Generate the palette for the room that will be faded in
Palette p(MAIN_PALETTE_SIZE, NULL, RGB64);
Palette tempPalette(paletteId);