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author | Eugene Sandulenko | 2005-02-20 00:17:22 +0000 |
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committer | Eugene Sandulenko | 2005-02-20 00:17:22 +0000 |
commit | 27469a1896f08c6d32df1778dc7e9cce28c2bec4 (patch) | |
tree | 173e32cafae393fd7bcf2d7eb4e81932c5cd2b95 /scumm/actor.cpp | |
parent | 3184c2de34c89a1b380fffa9f9ac83f53dc062d7 (diff) | |
download | scummvm-rg350-27469a1896f08c6d32df1778dc7e9cce28c2bec4.tar.gz scummvm-rg350-27469a1896f08c6d32df1778dc7e9cce28c2bec4.tar.bz2 scummvm-rg350-27469a1896f08c6d32df1778dc7e9cce28c2bec4.zip |
Patch #1121337 (CGA rendering in early LEC titles).
Differences against patch:
o Updated documentation
o Fixed text colors
o Implemented Hercules dithering
Ditherers are based on loom ega and monkey ega, so for zak and mm they're
wrong, i.e. these games look better than with original ditherers.
TODO:
Proper ditherers for zak & MM
EGA ditherers for VGA SCUMM v5 games
svn-id: r16816
Diffstat (limited to 'scumm/actor.cpp')
-rw-r--r-- | scumm/actor.cpp | 6 |
1 files changed, 6 insertions, 0 deletions
diff --git a/scumm/actor.cpp b/scumm/actor.cpp index 316a3a116d..95b43a5d31 100644 --- a/scumm/actor.cpp +++ b/scumm/actor.cpp @@ -1400,6 +1400,12 @@ void Actor::setActorCostume(int c) { } else if (_vm->_features & GF_OLD_BUNDLE) { for (i = 0; i < 16; i++) palette[i] = i; + + // Make stuff more visible on CGA. Based on disassembly + if (_vm->_renderMode == Common::kRenderCGA) { + palette[6] = 5; + palette[7] = 15; + } } else { for (i = 0; i < 32; i++) palette[i] = 0xFF; |