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path: root/engines/sci/graphics/palette.cpp
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2013-04-27SCI: Change wording for bug/further info referencesFilippos Karapetis
2013-01-11SCI: Remove obsolete comment and codeFilippos Karapetis
2012-11-26SCI: Amended fix for palette related compiler warnings.D G Turner
2012-11-26SCI: Fix warningsFilippos Karapetis
2012-08-21SCI: More work on kRemapColorsFilippos Karapetis
This implements some more color remap-based palette effects, found in QFG4
2012-07-25SCI: Set the RemapByPercent palette initiallyFilippos Karapetis
This needs to be performed because the screen palette might not change after the call. Fixes the display of the bat in the character selection screen in the full version of QFG4
2012-07-25SCI: Rewrite the color remapping code to support simultaneous effectsFilippos Karapetis
Fixes the torch in the full version of QFG4
2012-07-24SCI: Refresh remapping by percent whenever the screen palette changesFilippos Karapetis
2012-07-24SCI: Cleanup of the palette remapping codeFilippos Karapetis
2012-07-24SCI: More work on color remappingFilippos Karapetis
More transparency/color mapping effects are now working (e.g. the flashlight at the Gedde tomb in GK1, the rays of light at Schloss Ritter in GK1, the torch in the QFG4 demo and the shadows in QFG4, PQ4 and KQ7)
2012-07-24SCI: Initial implementation of kRemapColors(kRemapByPercent)Filippos Karapetis
Fixes some graphics glitches in the QFG4 demo and the menus of QFG4, by implementing one of the transparency effects used mainly in SCI32. Many thanks to fuzzie for her debugging info on QFG4 demo and to wjp for his great help on the dissassembly
2012-06-08SCI: Handle resource ID -1 when setting the palVary resourceFilippos Karapetis
Fixes several wrong colors in SQ6
2011-11-17SCI: Updated information regarding bug #3439240Filippos Karapetis
2011-11-17SCI: Fixed bug #3439240 - "QFG1VGA: Game Crashes While Sleeping at Erana's ↵Filippos Karapetis
Peace"
2011-11-03SCI: Fixed typo in colorIsFromMacClut()Filippos Karapetis
2011-10-19SCI: Move the palette merging checking code inside the GfxPalette classFilippos Karapetis
2011-10-19SCI: Wrapped some very long linesFilippos Karapetis
2011-09-27SCI: Added support for the halfbrite palette used in Longbow AmigaFilippos Karapetis
This fixes the remaining palette problems in the game (bug #3309036)
2011-09-25SCI: Bugfix for the palette of Longbow Amiga (still not right)Filippos Karapetis
2011-08-06OSYSTEM: extended installTimerProc() with timer ID parameterEugene Sandulenko
2011-06-20ALL: Remove trailing whitespacesMax Horn
This tries to make our code a bit more compliant with our code formatting conventions. For future use, this is the command I used: git ls-files "*.cpp" "*.h" | xargs sed -i -e 's/[ \t]*$//'
2011-05-12GIT: Clean up: Suppress SVN tags, now uselessstrangerke
2011-04-28JANITORIAL: Reduce header dependencies in shared codeOri Avtalion
Some backends may break as I only compiled SDL
2011-04-12COMMON: Replace MKID_BE by MKTAGMax Horn
MKID_BE relied on unspecified behavior of the C++ compiler, and as such was always a bit unsafe. The new MKTAG macro is slightly less elegant, but does no longer depend on the behavior of the compiler. Inspired by FFmpeg, which has an almost identical macro.
2011-03-07SCI: Initial handling of the views in Longbow Amiga. Still not rightmd5
2011-03-05SCI: Added some support code for Longbow Amigamd5
2011-03-04SCI: Fix Mac icon bar palette match orderMatthew Hoops
2011-03-04SCI: Some palette related changesmd5
- Moved palette color count inside the GfxPalette class - Enabled all of the kPalette subops for 16 color SCI1 games, apart from the ones for intensity palette animation, and palette resource loading - Removed isVGA() and isAmiga32color() methods from the resource manager - they ended up in having inconsistent code
2011-03-04SCI: Removed a hack for SCI1 Amiga games in setOnScreen()md5
2011-02-21SCI: Fixed freddy's Mac icon bar palettesMatthew Hoops
(hopefully for good now)
2011-02-19Merge branch 'osystem-palette' of https://github.com/lordhoto/scummvm into ↵Johannes Schickel
master Conflicts: backends/platform/android/android.cpp engines/sci/graphics/screen.cpp engines/sci/graphics/transitions.cpp
2011-02-18SCI: Fix compilation using MSVC 9strangerke
2011-02-17SCI: Fix Mac icon bar palettesMatthew Hoops
The Mac icon bar uses a palette from the executable and keeps those entries in the palette constantly. In addition, we're now performing gamma correction on the Mac-based colors so that they are in the same gamma as SCI. The color matching now works with this and using the same color finding as the Mac Palette Manager.
2011-02-13SCI: Add support for Phantasmagoria 2 CLUT resourcesMatthew Hoops
My test of ising the clut associated with the intro video produced a decent quality color conversion. This is not yet hooked up to the video player.
2011-02-07ALL: Fix whitespaces / indentionMax Horn
svn-id: r55818
2011-02-07SCI: Fix SCI1.1 Mac picture palettes furtherMatthew Hoops
The palette color start is actually a byte, not a uint16. svn-id: r55796
2011-02-02SCI: Fix GK1 Mac views, the game now startsMatthew Hoops
svn-id: r55721
2011-01-01SCI: debugC calls no longer require a debug level of 2 to show outputFilippos Karapetis
svn-id: r55086
2010-11-17SCI: Change 'colour' to 'color'Max Horn
All other instances already were spelled 'color' in the SCI engine (and also most other parts of ScummVM) svn-id: r54285
2010-11-05SCI: Fix blend rounding, styleWillem Jan Palenstijn
svn-id: r54093
2010-11-04SCI: Fix precedence error in commentWillem Jan Palenstijn
svn-id: r54071
2010-11-04SCI: Use gamma 2.2 for blending undithered coloursWillem Jan Palenstijn
svn-id: r54069
2010-08-24SCI: fixing comment of r52351Martin Kiewitz
svn-id: r52353
2010-08-24SCI: fix race condition in sierra kPalVary codeMartin Kiewitz
we are loading pictures very fast, this results in a kPalVary race condition, because sierra set timer to 1 tick, when it was getting called with 0 ticks and required the timer to occur before the transition. Fixes freddy pharkas nighttime being daytime during transitions (bug #3051905) svn-id: r52351
2010-08-24SCI: dont load target palette when gameIsRestarting != 0Martin Kiewitz
fixes sepia palette getting applied when loading in pharkas (part of bug #3051905) svn-id: r52326
2010-07-27SCI: implemented kPalette(save/restore)Martin Kiewitz
svn-id: r51381
2010-07-27SCI: adding scaling code in kBaseSetterMartin Kiewitz
and fixing palVary timer crash when exiting engine during palVary processing svn-id: r51361
2010-07-22SCI: changed the comment about the palette merging (it's not a workaround ↵Filippos Karapetis
anymore). Also, changed the warning when a picture has a broken palette into debug output - these pictures (which can be found in other games too) are usually meant to be blank, thus don't have a palette svn-id: r51148
2010-07-22Silenced a known warning in SQ5, after the introFilippos Karapetis
svn-id: r51131
2010-07-13SCI: adding comment about palette formatsMartin Kiewitz
svn-id: r50847