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authorPaul Gilbert2014-10-14 22:29:29 -0400
committerFilippos Karapetis2014-10-15 10:00:55 +0300
commiteb84b1370087dc06f55e5afed18736c71c4a1ece (patch)
treeb3b8a4a5e5295b5d8d6be50ed477cdd60cdabc17
parentb25b3981527ff343c4959984ab3d630c6b8b4528 (diff)
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MADS: Correct the color for the top/bottom line bounding the cutscene
-rw-r--r--engines/mads/nebular/menu_nebular.cpp15
1 files changed, 15 insertions, 0 deletions
diff --git a/engines/mads/nebular/menu_nebular.cpp b/engines/mads/nebular/menu_nebular.cpp
index 591d745f7a..6a13cea195 100644
--- a/engines/mads/nebular/menu_nebular.cpp
+++ b/engines/mads/nebular/menu_nebular.cpp
@@ -889,9 +889,24 @@ void AnimationView::loadNextResource() {
if (resEntry._bgFlag)
palette.resetGamePalette(1, 8);
+ palette._mainPalette[253 * 3] = palette._mainPalette[253 * 3 + 1]
+ = palette._mainPalette[253 * 3 + 2] = 0xb4;
+ palette.setPalette(&palette._mainPalette[253 * 3], 253, 1);
+
// Free any previous messages
scene._kernelMessages.reset();
+ // Handle the bars at the top/bottom
+ if (resEntry._showWhiteBars) {
+ // For animations the screen has been clipped to the middle 156 rows.
+ // So although it's slightly messy, bypass our screen class entirely,
+ // and draw the horizontal lines directly on the physiacl screen surface
+ Graphics::Surface *s = g_system->lockScreen();
+ s->hLine(0, 20, MADS_SCREEN_WIDTH, 253);
+ s->hLine(0, 179, MADS_SCREEN_WIDTH, 253);
+ g_system->unlockScreen();
+ }
+
// Load the new animation
delete _currentAnimation;
_currentAnimation = Animation::init(_vm, &scene);