Age | Commit message (Collapse) | Author |
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Used by Lighthouse.
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Drawing the cursor in this mode will result in a read overflow as
it is 8bpp.
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There is still a problem where the background is white instead
of black; this is caused by the palette of the video using entry
0 as white. This seems to have worked out OK in SSCI because the
video was not actually played back inside the engine itself, so
didn't interfere with the palette of the engine. ScummVM has no
such separation, so the palette of the video interferes with the
palette of the blank background pic, turning it white.
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Revert "SCI32: Fix KQ7 1.51 video background"
This reverts commit c8affb54cca259f37522216bad739be085bf9caa.
Revert "SCI32: Fix crash when kShowMovie is called but the video cannot be found"
This reverts commit 93b06f4a9e08de281ee7eb9c780ceac147c3fb23.
Revert "SCI32: Fix KQ7 1.51 basic video playback"
This reverts commit cdab24aa07c18ad4a25a1659f7fca15cca5e358e.
Revert "SCI32: Additional Video32 documentation"
This reverts commit 4ff0924e57a9bc9101ee0799a967fe3373dd2574.
Revert "SCI32: Implement kShowMovie"
This reverts commit 13297c19298c5ad73c9e996c5c31ca91de124911.
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There is still a problem where the background is white instead
of black; this is caused by the palette of the video using entry
0 as white. This seems to have worked out OK in SSCI because the
video was not actually played back inside the engine itself, so
didn't interfere with the palette of the engine. ScummVM has no
such separation, so the palette of the video interferes with the
palette of the blank background pic, turning it white.
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Bitmaps in ScrollWindow and Robot code are managed by the kernel
and not by game scripts, although they must be able to be
referenced through a reg_t. To prevent incorrect GC of bitmaps
that are in use but not referenced by any game script, explicit
memory management of hunk entries can be enabled.
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Ow. My eyeballs.
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