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-rw-r--r--engines/mortevielle/graphics.cpp25
1 files changed, 11 insertions, 14 deletions
diff --git a/engines/mortevielle/graphics.cpp b/engines/mortevielle/graphics.cpp
index dda2974228..44bd58dfb5 100644
--- a/engines/mortevielle/graphics.cpp
+++ b/engines/mortevielle/graphics.cpp
@@ -892,8 +892,8 @@ void ScreenSurface::updateScreen() {
* Draws a decoded picture on the screen
* @remarks - Because the ScummVM surface is using a double height 640x400 surface to
* simulate the original 640x400 surface, all Y values have to be doubled.
- * - Image resources are stored at 320x200, so when drawn onto the screen every
- * other column is interpolated.
+ * - Image resources are stored at 320x200, so when drawn onto the screen a single pixel
+ * from the source image is drawn using the two pixels at the given index in the palette map
* - Because the original game supported 320 width resolutions, the X coordinate
* also needs to be doubled for EGA mode
*/
@@ -906,6 +906,9 @@ void ScreenSurface::drawPicture(GfxSurface &surface, int x, int y) {
Graphics::Surface destSurface = lockArea(Common::Rect(x * 2, y * 2,
(x + surface.w) * 2, (y + surface.h) * 2));
+ // Get a lookup for the palette mapping
+ const byte *paletteMap = &mem[0x7000 * 16 + 2];
+
// Loop through writing
for (int yp = 0; yp < surface.h; ++yp) {
if (((y + yp) < 0) || ((y + yp) >= 200))
@@ -915,20 +918,14 @@ void ScreenSurface::drawPicture(GfxSurface &surface, int x, int y) {
byte *pDest = (byte *)destSurface.getBasePtr(0, yp * 2);
for (int xp = 0; xp < surface.w; ++xp, ++pSrc) {
- // Draw pixel from source image
- *pDest = *pSrc;
- *(pDest + SCREEN_WIDTH) = *pSrc;
+ // Draw the pixel using the specified index in the palette map
+ *pDest = paletteMap[*pSrc * 2];
+ *(pDest + SCREEN_WIDTH) = paletteMap[*pSrc * 2];
++pDest;
- // TODO: I'm not sure what algorithm the original uses to calculate
- // which pixel to use on the alternate columns, so for now I'm doing
- // a simple output of null values. This should be revisited once we've
- // got the palette loading so we can compare palettes. In fact, the
- // original had the alternate columns very noticablely striped. With
- // the larger 256 colour palette, it may be worthwhile to offer a
- // better blended graphics mode as an option.
- *pDest = 0;
- *(pDest + SCREEN_WIDTH) = 0;
+ // Use the secondary mapping value to draw the secondary column pixel
+ *pDest = paletteMap[*pSrc * 2 + 1];
+ *(pDest + SCREEN_WIDTH) = paletteMap[*pSrc * 2 + 1];
++pDest;
}
}