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authorTorbjörn Andersson2003-06-07 11:59:56 +0000
committerTorbjörn Andersson2003-06-07 11:59:56 +0000
commitb6b6fb52e50e62b2ea7143d28c52adab53363b7e (patch)
treeead3dc6db57ca801a832efcfb5745ffc22836a43
parent395ab54ea976817d5c1ea304968561d4014ddf2a (diff)
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CD Loom and EGA Loom should not use the same dissolve effect, so I've
reverted that part of the Loom unification and clarified the comments slightly. I also slowed down the CD Loom dissolve a bit. It's still faster than the default behaviour, but I think it looks better this way. (Feel free to change that back again if you don't agree.) svn-id: r8381
-rw-r--r--scumm/gfx.cpp11
1 files changed, 7 insertions, 4 deletions
diff --git a/scumm/gfx.cpp b/scumm/gfx.cpp
index 905350145a..066cf2aae4 100644
--- a/scumm/gfx.cpp
+++ b/scumm/gfx.cpp
@@ -2378,9 +2378,11 @@ void Scumm::dissolveEffect(int width, int height) {
blits = 0;
blits_before_refresh = (3 * w * h) / 25;
- // Speed up the effect for Loom
- if (_gameId == GID_LOOM || _gameId == GID_LOOM256)
- blits_before_refresh *= 4;
+ // Speed up the effect for CD Loom since it uses it so often. I don't
+ // think the original had any delay at all, so on modern hardware it
+ // wasn't even noticeable.
+ if (_gameId == GID_LOOM256)
+ blits_before_refresh *= 2;
for (i = 0; i < w * h; i++) {
x = offsets[i] % vs->width;
@@ -2480,7 +2482,8 @@ void Scumm::scrollEffect(int dir) {
}
void Scumm::unkScreenEffect6() {
- if (_gameId == GID_LOOM || _gameId == GID_LOOM256)
+ // CD Loom (but not EGA Loom!) uses a more fine-grained dissolve
+ if (_gameId == GID_LOOM256)
dissolveEffect(1, 1);
else
dissolveEffect(8, 4);