aboutsummaryrefslogtreecommitdiff
path: root/scumm/actor.cpp
diff options
context:
space:
mode:
authorEugene Sandulenko2005-02-20 00:17:22 +0000
committerEugene Sandulenko2005-02-20 00:17:22 +0000
commit27469a1896f08c6d32df1778dc7e9cce28c2bec4 (patch)
tree173e32cafae393fd7bcf2d7eb4e81932c5cd2b95 /scumm/actor.cpp
parent3184c2de34c89a1b380fffa9f9ac83f53dc062d7 (diff)
downloadscummvm-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.cpp6
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;