diff options
-rw-r--r-- | scumm/gfx.cpp | 25 | ||||
-rw-r--r-- | scumm/scumm.cpp | 12 |
2 files changed, 30 insertions, 7 deletions
diff --git a/scumm/gfx.cpp b/scumm/gfx.cpp index 953927fa7d..cf140a7d67 100644 --- a/scumm/gfx.cpp +++ b/scumm/gfx.cpp @@ -83,7 +83,7 @@ struct TransitionEffect { #ifdef __PALM_OS__ static const TransitionEffect *transitionEffects; #else -static const TransitionEffect transitionEffects[5] = { +static const TransitionEffect transitionEffects[6] = { // Iris effect (looks like an opening/closing camera iris) { 13, // Number of iterations @@ -167,7 +167,25 @@ static const TransitionEffect transitionEffects[5] = { 7, 8, 7, 8, 32, 7, 32, 8 } + }, + + // Horizontal wipe (a box expands from left to right side). For MM NES + { + 14, // Number of iterations + { + 2, 0, 2, 0, + 2, 0, 2, 0, + 0, 0, 0, 0, + 0, 0, 0, 0 + }, + { + 0, 0, 0, 15, + 1, 0, 1, 15, + 255, 0, 0, 0, + 255, 0, 0, 0 + } } + }; #endif @@ -600,8 +618,7 @@ void Gdi::ditherHerc(byte *src, byte *hercbuf, int srcPitch, int *x, int *y, int srcptr = src + y1 * srcPitch; dstptr = hercbuf + dsty * Common::kHercW + xo * 2; - if (dstptr >= hercbuf + Common::kHercW * Common::kHercH + widtho * 2) - debug("Gnaa"); + assert(dstptr < hercbuf + Common::kHercW * Common::kHercH + widtho * 2); idx1 = (dsty % 7) % 2; for (int x1 = 0; x1 < widtho; x1++) { @@ -2552,6 +2569,7 @@ void ScummEngine::fadeIn(int effect) { case 3: case 4: case 5: + case 6: // Some of the transition effects won't work properly unless // the screen is marked as clean first. At first I thought I // could safely do this every time fadeIn() was called, but @@ -2613,6 +2631,7 @@ void ScummEngine::fadeOut(int effect) { case 3: case 4: case 5: + case 6: transitionEffect(effect - 1); break; case 128: diff --git a/scumm/scumm.cpp b/scumm/scumm.cpp index 8d4c1bdaa4..75b9e31d2b 100644 --- a/scumm/scumm.cpp +++ b/scumm/scumm.cpp @@ -1534,10 +1534,14 @@ void ScummEngine_v2::scummInit() { initV2MouseOver(); - // Seems in V2 there was only a single room effect (iris), - // so we set that here. - _switchRoomEffect2 = 1; - _switchRoomEffect = 5; + if (_features & GF_NES) { + _switchRoomEffect2 = _switchRoomEffect = 6; + } else { + // Seems in V2 there was only a single room effect (iris), + // so we set that here. + _switchRoomEffect2 = 1; + _switchRoomEffect = 5; + } } void ScummEngine_v6::scummInit() { |