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authorTravis Howell2005-05-25 09:11:38 +0000
committerTravis Howell2005-05-25 09:11:38 +0000
commit936b3025573c3de041c7365c4f85a515018f3634 (patch)
tree5230d1a964768cce3ba2796801d961f1844c9a24 /scumm/palette.cpp
parent0d2231206c8bbde315ecdafbd35f9c997a1375a1 (diff)
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Remove left overs and update comment.
svn-id: r18245
Diffstat (limited to 'scumm/palette.cpp')
-rw-r--r--scumm/palette.cpp18
1 files changed, 3 insertions, 15 deletions
diff --git a/scumm/palette.cpp b/scumm/palette.cpp
index 5173f81e1d..2a8c9eb50c 100644
--- a/scumm/palette.cpp
+++ b/scumm/palette.cpp
@@ -579,31 +579,19 @@ void ScummEngine::setupShadowPalette(int redScale, int greenScale, int blueScale
byte *table = _shadowPalette + start;
int i;
- // This is a correction of the patch supplied for BUG #588501.
- // It has been tested in all four known rooms where unkRoomFunc3 is used:
+ // This is an implementation based on the original games code.
+ //
+ // The four known rooms where setupShadowPalette is used in atlantis are:
//
// 1) FOA Room 53: subway departing Knossos for Atlantis.
// 2) FOA Room 48: subway crashing into the Atlantis entrance area
// 3) FOA Room 82: boat/sub shadows while diving near Thera
// 4) FOA Room 23: the big machine room inside Atlantis
//
- // The implementation behaves well in all tests.
- // Pixel comparisons show that the resulting palette entries being
- // derived from the shadow palette generated here occassionally differ
- // slightly from the ones derived in the LEC executable.
- // Not sure yet why, but the differences are VERY minor.
- //
// There seems to be no explanation for why this function is called
// from within Room 23 (the big machine), as it has no shadow effects
// and thus doesn't result in any visual differences.
- int max;
- if (_version >= 5 && _version <= 6) {
- max = 252;
- } else {
- max = 255;
- }
-
if (_gameId == GID_SAMNMAX) {
for (i = 0; i < 256; i++)
_shadowPalette[i] = i;