Age | Commit message (Collapse) | Author |
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- 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
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In EGA games a pixel in the framebuffer is only 4 bits. We store a full
byte per pixel to allow undithering, but when comparing pixels for
flood-fill purposes, we should only compare the visible color of a
pixel.
This fixes bug #3078365 in Iceman.
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16 color patches (*.p16 and *.v16) are used in 16 color EGA SCI1 games
32 color patches (*.p32 and *.v32) are used in 32 color Amiga SCI1 games
Removed a workaround for SCI1 EGA (bug #3044500), as that bug has been
fixed already in the view patch. Thanks to waltervn for observing this.
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This extra code that is responsible for changing text placing has been
found in SCI1 middle (i.e. LSL1VGA) and newer games
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This fixes a lot of glitches, caused by the differences between the two
versions
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Confirmed this behaviour in KQ1sci, KQ4, Iceman and QfG2.
Hoyle3-demo remains an exception.
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Confirmed this behaviour in KQ1sci, KQ4, Iceman, and that
it isn't present in QfG2 and KQ5CD.
This fixes the graphics glitch in KQ4 when falling down the
stairs in room 61 (#3039775).
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This reverts commit 74e99328ec0fa43074c52b69d21922407153a1aa.
SSCI takes care of this issue in a different manner, which
the next commit emulates.
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GetLongest() could exceed the maximum width with the very last
character of a word. The same fix has been applied to the SCI32 code.
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The additional text positioning code in kDisplay was added in SCI1
middle, not SCI1 late. Also, did some slight cleanup
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This behaviour much more closely matches SSCI.
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SCI scripts can contain stale pointers, which are used later on. We now delete
the contents of hunk entries without invalidating the relevant pointers and let
the GC clear the references. Many thanks to waltervn and wjp for all their work
and help on this.
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SSCI does a shr 1; shl 1 here in SetOrigin.
This fixes a crash in the ending scene of SQ3 (#3194199).
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This renaming allows us to better distinguish that this version is for games
that only had an EGA version, and avoid confusion with newer SCI1 game releases
with EGA graphics (e.g. KQ5 EGA). The only game with this SCI version is QFG2,
a SCI1 EGA game with a parser. Also, added some games for each SCI version.
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the debug function cmdDrawCel, as it was hacked together to be used specifically in that command (thanks to salty-horse for spotting this)
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it happens in the original version
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the unimplemented kTextSize kernel call in SCI32
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Dialogue Portrait Backwards Anim"
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Silences a gcc warning
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more readable
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(hopefully for good now)
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master
Conflicts:
backends/platform/android/android.cpp
engines/sci/graphics/screen.cpp
engines/sci/graphics/transitions.cpp
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Some games have removed the menu bar from the screen. This also fixes King's Quest V's icon bar.
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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.
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Conflicts:
backends/platform/wii/osystem_gfx.cpp
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The frames/items in GfxFrameout need to be cleared upon loading
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This particular hack causes issues in GK1, when talking with Grace, because the
width of the associated plane isn't set correctly.
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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.
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svn-id: r55871
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This was a regression from r55825.
svn-id: r55868
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