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authorTorbjörn Andersson2003-06-17 15:32:45 +0000
committerTorbjörn Andersson2003-06-17 15:32:45 +0000
commit327b63ee96fc6eb650630cbbc74b3ca7eb46ce41 (patch)
treec702c77e55a535f5ea5d6a92626fdbba3ea040f6 /scumm/saveload.cpp
parent90b8e7615d357e7b8a47930f847b647fd38e28cb (diff)
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Cleanup.
svn-id: r8533
Diffstat (limited to 'scumm/saveload.cpp')
-rw-r--r--scumm/saveload.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/scumm/saveload.cpp b/scumm/saveload.cpp
index b3f76ea485..6080ad6e5b 100644
--- a/scumm/saveload.cpp
+++ b/scumm/saveload.cpp
@@ -163,16 +163,16 @@ bool Scumm::loadState(int slot, bool compat, SaveFileManager *mgr) {
_completeScreenRedraw = true;
+ // We could simply dirty colours 0-15 for 16-colour games -- nowadays
+ // they handle their palette pretty much like the more recent games
+ // anyway. There was a time, though, when re-initializing was necessary
+ // for backwards compatibility, and it may still prove useful if we
+ // ever add options for using different 16-colour palettes.
+
if (_version == 1) {
setupC64Palette();
- setDirtyColors(0, 15);
} else if (_features & GF_16COLOR) {
- // HACK: There was a time when ScummVM didn't store the
- // palette in _currentPalette for 16-color games. To avoid
- // breaking savegame compatibility, always set up the default
- // palette after loading a game.
setupEGAPalette();
- setDirtyColors(0, 15);
} else
setDirtyColors(0, 255);