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authorMartin Kiewitz2009-10-07 20:04:48 +0000
committerMartin Kiewitz2009-10-07 20:04:48 +0000
commit5a865445813c924a0ca333d881f51c056bf9d165 (patch)
treeda4c55da42ab930fa4a239d65141fdda42f49caa
parenta4029a4d4eaf6ad60f792dda2cc520496182631a (diff)
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SCI/newgui: SciGuiView - paletteoffset in EGA games documented and finally not used
svn-id: r44751
-rw-r--r--engines/sci/gui/gui_view.cpp7
1 files changed, 3 insertions, 4 deletions
diff --git a/engines/sci/gui/gui_view.cpp b/engines/sci/gui/gui_view.cpp
index 79b5ca1456..31819ca672 100644
--- a/engines/sci/gui/gui_view.cpp
+++ b/engines/sci/gui/gui_view.cpp
@@ -89,10 +89,9 @@ void SciGuiView::initData(GuiResourceId resourceId) {
palOffset = READ_LE_UINT16(_resourceData + 6);
if (palOffset && palOffset != 0x100) {
- if (IsEGA) { // simple mapping for 16 colors
- // FIXME: this messes up the colors in Codename: Iceman
- //_EGAMapping = _resourceData + palOffset;
- } else {
+ // Some games also have an offset set. It seems that it points to a 16-byte mapping table
+ // cels also work by not using it, so we dont.
+ if (!IsEGA) {
_palette->createFromData(&_resourceData[palOffset], &_viewPalette);
_embeddedPal = true;
}