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authorTorbjörn Andersson2018-06-29 11:55:18 +0200
committerAdrian Frühwirth2018-07-03 10:13:34 +0000
commit0ffb057b66db7cb8319bec1c5e54067e6865c9d6 (patch)
tree6622b79391444bb747eca2f7e53d054ffba850b9 /engines/sky
parent68e020ee92f24e49f541c1e3fb0cb68b2b9a8def (diff)
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SKY: Show full 320x200px in intro where possible
This commit adds a workaround to unlock existing fullscreen images in the intro of Beneath a Steel Sky. The original engine clips the whole intro to 320x192 (the common game format) even though some images exist as 320x200 in the game data files. This workaround whitelists all images which actually are 320x200px and displays them as must have originally been intended. Fixes Trac#7559.
Diffstat (limited to 'engines/sky')
-rw-r--r--engines/sky/intro.cpp57
-rw-r--r--engines/sky/screen.cpp18
-rw-r--r--engines/sky/screen.h6
-rw-r--r--engines/sky/sky.cpp1
4 files changed, 53 insertions, 29 deletions
diff --git a/engines/sky/intro.cpp b/engines/sky/intro.cpp
index d4476e2916..00b1e51248 100644
--- a/engines/sky/intro.cpp
+++ b/engines/sky/intro.cpp
@@ -60,8 +60,13 @@ namespace Sky {
#define PLAYBG 15 // play background sound
#define LOOPBG 16 // loop background sound
#define STOPBG 17 // stop background sound
+#define CLEARBOTTOM 18 // clear the screen
#define SEQEND 65535 // end of intro sequence
+// Modifier flag for SHOWSCREEN when we want the image to cover the entire
+// screen.
+#define FULLSCREEN 0x8000
+
#define IC_PREPARE_TEXT 20 // commands used in COMMANDFLIRT block
#define IC_SHOW_TEXT 21
#define IC_REMOVE_TEXT 22
@@ -331,20 +336,20 @@ uint16 Intro::_cdIntroSeq[] = {
WAITFLIRT,
WAITVOICE,
FADEDOWN,
- SHOWSCREEN, CD_19_LOG,
+ SHOWSCREEN | FULLSCREEN, CD_19_LOG,
FADEUP, CD_19_PAL,
PLAYVOICE, CDV_19, // Joey: "Foster! (zzzt) H-Help!"
WAITVOICE,
PLAYVOICE, CDV_20, // Joey: "Better make my next body move faster, Foster..."
FADEDOWN,
- SHOWSCREEN, CD_20_LOG,
+ SHOWSCREEN | FULLSCREEN, CD_20_LOG,
FADEUP, CD_19_PAL,
WAITVOICE,
LOADBG, 59496, // quiet heli
LOOPBG,
PLAYVOICE, CDV_21, // Foster: "He was only a robot, but, well, I loved the little guy."
FADEDOWN,
- SHOWSCREEN, CD_21_LOG,
+ SHOWSCREEN | FULLSCREEN, CD_21_LOG,
FADEUP, CD_19_PAL,
WAITVOICE,
PLAYVOICE, CDV_22, // Foster: "Then, as suddenly as it started, the shooting stopped."
@@ -355,7 +360,7 @@ uint16 Intro::_cdIntroSeq[] = {
/* fade down while Foster's saying his line */
FADEDOWN,
WAITVOICE,
- SHOWSCREEN, CD_24_LOG,
+ SHOWSCREEN | FULLSCREEN, CD_24_LOG,
FADEUP, CD_23_PAL,
PLAYVOICE, CDV_24, // Reich: "Whoever is in charge here, come forward..."
WAITVOICE,
@@ -364,7 +369,7 @@ uint16 Intro::_cdIntroSeq[] = {
PLAYVOICE, CDV_26, // Foster: "Only a fool would have argued with that firepower."
WAITVOICE,
FADEDOWN,
- SHOWSCREEN, CD_27_LOG,
+ SHOWSCREEN | FULLSCREEN, CD_27_LOG,
FADEUP, CD_27_PAL,
PLAYVOICE, CDV_27, // Shaman: "... I am the leader of these people... We are peaceful..."
WAITVOICE,
@@ -374,23 +379,25 @@ uint16 Intro::_cdIntroSeq[] = {
WAITVOICE,
BGFLIRT, CD_27,
PLAYVOICE, CDV_31, // Reich: "We're looking for someone..."
+ WAITFLIRT,
+ CLEARBOTTOM,
WAITVOICE,
PLAYVOICE, CDV_32, // Reich: "Someone who doesn't belong here..."
WAITVOICE,
PLAYVOICE, CDV_33, // Reich: "Who wasn't born in this garbage dump..."
WAITVOICE,
PLAYVOICE, CDV_34, // Reich: "Who came from the city as a child..."
- WAITFLIRT,
WAITVOICE,
PLAYVOICE, CDV_35, // Reich: "We want to take him home again."
WAITVOICE,
PLAYVOICE, CDV_36, // Foster: "My mind racing, I remembered where I'd seen that symbol before..."
FADEDOWN,
- SHOWSCREEN, CD_35_LOG,
+ SHOWSCREEN | FULLSCREEN, CD_35_LOG,
FADEUP, CD_35_PAL,
WAITVOICE,
PLAYVOICE, CDV_37, // Foster: "It was the day the tribe found me..."
DOFLIRT, CD_35,
+ CLEARBOTTOM,
WAITVOICE,
PLAYVOICE, CDV_38, // Foster: "The day of the crash..."
DOFLIRT, CD_37,
@@ -398,7 +405,7 @@ uint16 Intro::_cdIntroSeq[] = {
PLAYVOICE, CDV_39, // Foster: "The day my mother died."
WAITVOICE,
FADEDOWN,
- SHOWSCREEN, CD_40_LOG,
+ SHOWSCREEN | FULLSCREEN, CD_40_LOG,
FADEUP, CD_40_PAL,
PLAYVOICE, CDV_40, // Shaman: "You alright, city boy?"
WAITVOICE,
@@ -407,7 +414,7 @@ uint16 Intro::_cdIntroSeq[] = {
PLAYVOICE, CDV_42, // Foster: "R-Robert."
WAITVOICE,
FADEDOWN,
- SHOWSCREEN, CD_43_LOG,
+ SHOWSCREEN | FULLSCREEN, CD_43_LOG,
FADEUP, CD_43_PAL,
PLAYVOICE, CDV_43, // Shaman: "Hah! Welcome to the Gap, Robert!"
WAITVOICE,
@@ -421,13 +428,13 @@ uint16 Intro::_cdIntroSeq[] = {
DOFLIRT, CD_45,
WAITVOICE,
FADEDOWN,
- SHOWSCREEN, CD_47_LOG,
+ SHOWSCREEN | FULLSCREEN, CD_47_LOG,
FADEUP, CD_47_PAL,
PLAYVOICE, CDV_47, // Foster: "His tribe was poor, but they treated me like one of their own..."
WAITVOICE,
PLAYVOICE, CDV_48, // Foster: "I learned how to survive in the wasteland they called the Gap..."
FADEDOWN,
- SHOWSCREEN, CD_48_LOG,
+ SHOWSCREEN | FULLSCREEN, CD_48_LOG,
FADEUP, CD_48_PAL,
WAITVOICE,
BGFLIRT, CD_48,
@@ -500,12 +507,12 @@ uint16 Intro::_cdIntroSeq[] = {
FADEDOWN,
PLAYVOICE, CDV_71, // Reich: "Good. Detonate."
WAITVOICE,
- SHOWSCREEN, CD_72_LOG,
+ SHOWSCREEN | FULLSCREEN, CD_72_LOG,
FADEUP, CD_72_PAL,
PLAYVOICE, CDV_72, // Foster: "Much too late."
WAITVOICE,
FADEDOWN,
- SHOWSCREEN, CD_73_LOG,
+ SHOWSCREEN | FULLSCREEN, CD_73_LOG,
FADEUP, CD_73_PAL,
PLAYVOICE, CDV_73, // Foster: "Why, you murdering..."
WAITVOICE,
@@ -513,7 +520,7 @@ uint16 Intro::_cdIntroSeq[] = {
WAITVOICE,
PLAYVOICE, CDV_75, // Foster: "All I could do was wait."
FADEDOWN,
- SHOWSCREEN, CD_76_LOG,
+ SHOWSCREEN | FULLSCREEN, CD_76_LOG,
FADEUP, CD_76_PAL,
WAITVOICE,
PLAYVOICE, CDV_76, // Foster: "Just like on a hunt. Just like the old man taught me."
@@ -521,6 +528,7 @@ uint16 Intro::_cdIntroSeq[] = {
PLAYVOICE, CDV_77, // Foster: "Wait... and be ready."
WAITVOICE,
FADEDOWN,
+ CLEARBOTTOM,
SHOWSCREEN, CD_78_LOG,
FADEUP, CD_78_PAL,
PLAYVOICE, CDV_78, // Foster: "It was dawn when we reached the City."
@@ -544,10 +552,12 @@ uint16 Intro::_cdIntroSeq[] = {
PLAYVOICE, CDV_85, // Guard: "We're going to HIT!"
WAITVOICE,
WAITFLIRT,
+ CLEARBOTTOM,
SHOWSCREEN, CD_102_LOG,
PLAYVOICE, CDV_86, // Foster: "Maybe I'd get some answers now."
DOFLIRT, CD_102,
FADEDOWN,
+ // This one could be fullscreen, but that causes animation glitches.
SHOWSCREEN, CD_103_LOG,
FADEUP, CD_103_PAL,
BGFLIRT, CD_103,
@@ -557,7 +567,7 @@ uint16 Intro::_cdIntroSeq[] = {
WAITVOICE,
STARTMUSIC, 2,
FADEDOWN,
- SHOWSCREEN, CD_104_LOG,
+ SHOWSCREEN | FULLSCREEN, CD_104_LOG,
FADEUP, CD_104_PAL,
DOFLIRT, CD_104,
DOFLIRT, CD_105,
@@ -565,6 +575,7 @@ uint16 Intro::_cdIntroSeq[] = {
};
uint16 Intro::_floppyIntroSeq[] = {
+ // This one could be fullscreen, but that causes animation glitches.
SHOWSCREEN, 60081,
FADEUP, 60080,
DOFLIRT, 60082,
@@ -591,6 +602,7 @@ uint16 Intro::_floppyIntroSeq[] = {
35, IC_SHOW_TEXT, 30, 160,
3, IC_REMOVE_TEXT,
COMMANDEND,
+ CLEARBOTTOM,
SHOWSCREEN, 60090,
COMMANDFLIRT, 60091, // => command list 4c
1000, IC_FX_VOLUME, 100,
@@ -599,6 +611,7 @@ uint16 Intro::_floppyIntroSeq[] = {
4, IC_FX_VOLUME, 127,
COMMANDEND,
FADEDOWN,
+ // This one could be fullscreen, but that causes animation glitches.
SHOWSCREEN, 60093,
FADEUP, 60092,
COMMANDFLIRT, 60094, // => command list 5
@@ -606,7 +619,7 @@ uint16 Intro::_floppyIntroSeq[] = {
COMMANDEND,
WAITMUSIC,
FADEDOWN,
- SHOWSCREEN, 60096,
+ SHOWSCREEN | FULLSCREEN, 60096,
STARTMUSIC, 2,
FADEUP, 60095,
COMMANDFLIRT, 60097, // => command list 6a
@@ -685,9 +698,9 @@ bool Intro::nextPart(uint16 *&data) {
// return false means cancel intro
uint16 command = *data++;
- switch (command) {
+ switch (command & 0x7fff) {
case SHOWSCREEN:
- _skyScreen->showScreen(*data++);
+ _skyScreen->showScreen(*data++, (command & FULLSCREEN) ? true : false);
return true;
case FADEUP:
_skyScreen->paletteFadeUp(*data++);
@@ -767,6 +780,14 @@ bool Intro::nextPart(uint16 *&data) {
case STOPBG:
_mixer->stopID(SOUND_BG);
return true;
+ case CLEARBOTTOM:
+ {
+ byte *screenBuf = _skyScreen->giveCurrent() + GAME_SCREEN_HEIGHT * GAME_SCREEN_WIDTH;
+ memset(screenBuf, 0, GAME_SCREEN_WIDTH * (FULL_SCREEN_HEIGHT - GAME_SCREEN_HEIGHT));
+ _system->copyRectToScreen(screenBuf, GAME_SCREEN_WIDTH, 0, GAME_SCREEN_HEIGHT, GAME_SCREEN_WIDTH, FULL_SCREEN_HEIGHT - GAME_SCREEN_HEIGHT);
+ _system->updateScreen();
+ }
+ return true;
default:
error("Unknown intro command %X", command);
}
diff --git a/engines/sky/screen.cpp b/engines/sky/screen.cpp
index c96b449162..b91403c6bf 100644
--- a/engines/sky/screen.cpp
+++ b/engines/sky/screen.cpp
@@ -96,9 +96,9 @@ Screen::~Screen() {
free(_scrollScreen);
}
-void Screen::clearScreen() {
+void Screen::clearScreen(bool fullscreen) {
memset(_currentScreen, 0, FULL_SCREEN_WIDTH * FULL_SCREEN_HEIGHT);
- _system->copyRectToScreen(_currentScreen, GAME_SCREEN_WIDTH, 0, 0, GAME_SCREEN_WIDTH, GAME_SCREEN_HEIGHT);
+ _system->copyRectToScreen(_currentScreen, GAME_SCREEN_WIDTH, 0, 0, GAME_SCREEN_WIDTH, fullscreen ? FULL_SCREEN_HEIGHT : GAME_SCREEN_HEIGHT);
_system->updateScreen();
}
@@ -146,21 +146,23 @@ void Screen::setPalette(uint16 fileNum) {
warning("Screen::setPalette: can't load file nr. %d",fileNum);
}
-void Screen::showScreen(uint16 fileNum) {
+ void Screen::showScreen(uint16 fileNum, bool fullscreen) {
// This is only used for static images in the floppy and cd intro
free(_currentScreen);
_currentScreen = _skyDisk->loadFile(fileNum);
- // make sure the last 8 lines are forced to black.
- memset(_currentScreen + GAME_SCREEN_HEIGHT * GAME_SCREEN_WIDTH, 0, (FULL_SCREEN_HEIGHT - GAME_SCREEN_HEIGHT) * GAME_SCREEN_WIDTH);
+ if (!fullscreen) {
+ // make sure the last 8 lines are forced to black.
+ memset(_currentScreen + GAME_SCREEN_HEIGHT * GAME_SCREEN_WIDTH, 0, (FULL_SCREEN_HEIGHT - GAME_SCREEN_HEIGHT) * GAME_SCREEN_WIDTH);
+ }
if (_currentScreen)
- showScreen(_currentScreen);
+ showScreen(_currentScreen, fullscreen);
else
warning("Screen::showScreen: can't load file nr. %d",fileNum);
}
-void Screen::showScreen(uint8 *pScreen) {
- _system->copyRectToScreen(pScreen, 320, 0, 0, GAME_SCREEN_WIDTH, GAME_SCREEN_HEIGHT);
+void Screen::showScreen(uint8 *pScreen, bool fullscreen) {
+ _system->copyRectToScreen(pScreen, 320, 0, 0, GAME_SCREEN_WIDTH, fullscreen ? FULL_SCREEN_HEIGHT : GAME_SCREEN_HEIGHT);
_system->updateScreen();
}
diff --git a/engines/sky/screen.h b/engines/sky/screen.h
index fa04cd91c3..f8ddd212f8 100644
--- a/engines/sky/screen.h
+++ b/engines/sky/screen.h
@@ -64,8 +64,8 @@ public:
void paletteFadeUp(uint8 *pal);
void paletteFadeUp(uint16 fileNr);
- void showScreen(uint16 fileNum);
- void showScreen(uint8 *pScreen);
+ void showScreen(uint16 fileNum, bool fullscreen = false);
+ void showScreen(uint8 *pScreen, bool fullscreen = false);
void handleTimer();
void startSequence(uint16 fileNum);
@@ -83,7 +83,7 @@ public:
void fnFadeUp(uint32 palNum, uint32 scroll);
void fnFadeDown(uint32 scroll);
void fnDrawScreen(uint32 palette, uint32 scroll);
- void clearScreen();
+ void clearScreen(bool fullscreen = false);
void setFocusRectangle(const Common::Rect& rect);
void recreate();
diff --git a/engines/sky/sky.cpp b/engines/sky/sky.cpp
index 674bfab95b..8d569407be 100644
--- a/engines/sky/sky.cpp
+++ b/engines/sky/sky.cpp
@@ -187,6 +187,7 @@ Common::Error SkyEngine::go() {
}
if (!shouldQuit()) {
+ _skyScreen->clearScreen(true);
// restartGame() takes us to the first scene, without showing the
// initial animation where Foster is being chased. initScreen0()
// shows the first scene together with that animation. We can't