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author | Max Horn | 2004-08-08 22:10:38 +0000 |
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committer | Max Horn | 2004-08-08 22:10:38 +0000 |
commit | 835ef5f0127718959425dfdd7c123cf14ce13829 (patch) | |
tree | 38beec4b02a7fdf0d08fd22fdd7f2e2b9ab07cee /TODO | |
parent | f8cc6c22416c0e9615abfdd98fc2e86852e897a9 (diff) | |
download | scummvm-rg350-835ef5f0127718959425dfdd7c123cf14ce13829.tar.gz scummvm-rg350-835ef5f0127718959425dfdd7c123cf14ce13829.tar.bz2 scummvm-rg350-835ef5f0127718959425dfdd7c123cf14ce13829.zip |
Patch #1003866 (SCUMM: New text rendering code (fixes various bugs))
svn-id: r14521
Diffstat (limited to 'TODO')
-rw-r--r-- | TODO | 9 |
1 files changed, 0 insertions, 9 deletions
@@ -230,15 +230,6 @@ SCUMM details * V7-8 games: Implement smooth horizontal scrolling (instead of scrolling in increments of 8 pixels). See bug #629417. -* COMI (maybe V7 games, too?): "Fix" CHARSET_1 behaviour when the room scrolls. - In particular, when text is drawn via CHARSET_1 and then scrolling takes - place, the text scrolls, too - but it really should stay fixed. There are - several ways to do this that I can think of. One would be to use an overlay - screen (i.e. use virtscreen 3, which isn't used at all currently) to draw - the text; then "compose" that screen over the main screen. - Or constantly (well, at least whenever the camera moves) redraw the text. - That would require buffering the text; maybe the blast text code could be - reused for this... * Add tool and support for compress *.la* file resources (ex. sounds) to fit on small devices * Fix codec44 for nut fonts |