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author | Kari Salminen | 2008-08-17 20:53:18 +0000 |
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committer | Kari Salminen | 2008-08-17 20:53:18 +0000 |
commit | 95aa2ce56f9e16b1ab76faebe4b4c25ed4625975 (patch) | |
tree | e5dd68726a1123b9064c0367f931afcc83b7d094 | |
parent | 19b6334418e403491796a398b615a512aad04c5a (diff) | |
download | scummvm-rg350-95aa2ce56f9e16b1ab76faebe4b4c25ed4625975.tar.gz scummvm-rg350-95aa2ce56f9e16b1ab76faebe4b4c25ed4625975.tar.bz2 scummvm-rg350-95aa2ce56f9e16b1ab76faebe4b4c25ed4625975.zip |
Added some documentation about how data is unpacked in gfxConvertSpriteToRaw (Learned this from trying to implement convertPI1_2 i.e. gfxConvertSpriteToRaw myself to see if that was the problem with the Operation Stealth's labyrinth arcade sequence).
svn-id: r33976
-rw-r--r-- | engines/cine/gfx.cpp | 10 |
1 files changed, 10 insertions, 0 deletions
diff --git a/engines/cine/gfx.cpp b/engines/cine/gfx.cpp index 5aa94d8b7f..5a94d57311 100644 --- a/engines/cine/gfx.cpp +++ b/engines/cine/gfx.cpp @@ -1667,6 +1667,16 @@ void gfxResetRawPage(byte *pageRaw) { } void gfxConvertSpriteToRaw(byte *dst, const byte *src, uint16 w, uint16 h) { + // Output is 4 bits per pixel. + // Pixels are in 16 pixel chunks (8 bytes of source per 16 pixels of output). + // The source data is interleaved so that + // 1st big-endian 16-bit value contains all bit position 0 values for 16 pixels, + // 2nd big-endian 16-bit value contains all bit position 1 values for 16 pixels, + // 3rd big-endian 16-bit value contains all bit position 2 values for 16 pixels, + // 4th big-endian 16-bit value contains all bit position 3 values for 16 pixels. + // 1st pixel's bits are in the 16th bits, + // 2nd pixel's bits are in the 15th bits, + // 3rd pixel's bits are in the 14th bits etc. for (int y = 0; y < h; ++y) { for (int x = 0; x < w / 8; ++x) { for (int bit = 0; bit < 16; ++bit) { |