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author | Torbjörn Andersson | 2014-01-18 03:18:40 +0100 |
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committer | Johannes Schickel | 2014-01-18 03:18:40 +0100 |
commit | 238aa2be2aeefda17cb5c2023f89e3934bed8424 (patch) | |
tree | 475fdf913d207ed16cebd168da2f7762e3ecc0d2 /engines/kyra/sound.cpp | |
parent | 19cb3499f587630f2429c3e99b4fcadf491836cb (diff) | |
download | scummvm-rg350-238aa2be2aeefda17cb5c2023f89e3934bed8424.tar.gz scummvm-rg350-238aa2be2aeefda17cb5c2023f89e3934bed8424.tar.bz2 scummvm-rg350-238aa2be2aeefda17cb5c2023f89e3934bed8424.zip |
KYRA: Let the VQA decoder draw directly to the backend
As an alternative to using the Screen class's functions, we can let
the VQA decoder draw directly to the backend. This won't work if the
game uses "hi-res mode", but I don't think that's ever the case for
Malcolm's Revenge. I believe the KyraEngine_MR::playVQA() function
ensures that the screen is properly updated after the movie has
finished.
This almost limits the VQA rewrite to vqa.cpp and vqa.h. Whether it's
better this way than changing the Screen functions to take a 'pitch'
parameter...? I don't know. But it's an alternative.
Diffstat (limited to 'engines/kyra/sound.cpp')
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