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authorEugene Sandulenko2005-02-20 00:17:22 +0000
committerEugene Sandulenko2005-02-20 00:17:22 +0000
commit27469a1896f08c6d32df1778dc7e9cce28c2bec4 (patch)
tree173e32cafae393fd7bcf2d7eb4e81932c5cd2b95 /scumm/scumm.h
parent3184c2de34c89a1b380fffa9f9ac83f53dc062d7 (diff)
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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/scumm.h')
-rw-r--r--scumm/scumm.h4
1 files changed, 4 insertions, 0 deletions
diff --git a/scumm/scumm.h b/scumm/scumm.h
index 091635c8e9..56146d41fa 100644
--- a/scumm/scumm.h
+++ b/scumm/scumm.h
@@ -868,6 +868,8 @@ public:
int _screenStartStrip, _screenEndStrip;
int _screenTop;
+ Common::RenderMode _renderMode;
+
protected:
ColorCycle _colorCycle[16]; // Palette cycles
@@ -930,6 +932,8 @@ protected:
const byte *getPalettePtr(int palindex, int room);
void setupAmigaPalette();
+ void setupHercPalette();
+ void setupCGAPalette();
void setupEGAPalette();
void setupV1ManiacPalette();
void setupV1ZakPalette();