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author | Filippos Karapetis | 2012-07-06 12:11:12 +0300 |
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committer | Filippos Karapetis | 2012-07-06 12:11:50 +0300 |
commit | 75137862967cd18a87dec16a6a322f9f97d54202 (patch) | |
tree | 8d05dd52a6effd37b77aafaf5a6c40371b4ec9ad /engines | |
parent | 14a59b97b289416bc124985e7b5f3b45d8e7a7e0 (diff) | |
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SCI: Add a hack to handle the internal script resolution in Phantasmagoria
Diffstat (limited to 'engines')
-rw-r--r-- | engines/sci/graphics/frameout.cpp | 14 |
1 files changed, 14 insertions, 0 deletions
diff --git a/engines/sci/graphics/frameout.cpp b/engines/sci/graphics/frameout.cpp index 20b8a241aa..defc55edb2 100644 --- a/engines/sci/graphics/frameout.cpp +++ b/engines/sci/graphics/frameout.cpp @@ -131,6 +131,20 @@ void GfxFrameout::kernelAddPlane(reg_t object) { tmpRunningWidth = 320; tmpRunningHeight = 200; } + + // HACK: Game scripts in Phantasmagoria 1 seem to use a very odd internal + // resolution, or some other extra calculation is taking place. + // Changing the internal script dimensions to these odd values fixes + // object positioning, but makes the interface picture slightly bigger, + // thus there is a small gap between the room picture and the interface + // edges, plus a couple of pixels of the picture are cut off in the + // bottom. + // FIXME: Find how to properly handle the script dimensions in + // Phantasmagoria. This can't be right. + if (g_sci->getGameId() == GID_PHANTASMAGORIA) { + tmpRunningWidth = 325; + tmpRunningHeight = 213; + } _coordAdjuster->setScriptsResolution(tmpRunningWidth, tmpRunningHeight); } |