Age | Commit message (Collapse) | Author |
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(LOOM mouse cursor was broken in b1cb88ddc25da64772bbba253bd2210678189ace)
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This should fix incorrect text colors in some scenes.
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Also move font rom loader to graphics/sjis and make the necessary changes there.
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(could cause invalid memory access in MI1)
svn-id: r54079
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- made use of LordHotos graphics/sjis code to reduce code duplication
- japanese mode for version 3 and 5 works fine now with few exceptions (some line spacing glitches in MI1 intro etc.)
svn-id: r53554
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svn-id: r53518
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svn-id: r53510
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svn-id: r53196
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svn-id: r53033
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This commit should fix at least the following bugs/feature requests: #1032859, #1252088, #1055391, #1315968, #1315938, #1742106, #812891.
The FM-Towns version of Scumm games use a mixed graphics mode with 2 layers (one with 32767 colors and one with 16 colors). Among other things I have added a screen output class which emulates this dual layer approach which allows specific hardware effects like enabling and disabling layers (e.g. in the voodoo priestess scene in MI1).
Old savegames (saved before this update) will load, but you’ll encounter palette glitches in the verb/inventory screen, since the 16 color palette for layer 2 is not contained in your savegame. This will be true at least for version 5 games. Certain scene change actions (which require the verb/inventory part to be redrawn) might correct this (e.g. try looking at the treasure map in MI1 and closing it). Version 3 games should be okay, since they use a static text palette which is never changed and which will be reset after loading a savegame.
This update requires a USE_RGB_COLORS setting for proper operation. 8 bit users will get a warning that they’ll have to expect palette glitches . Apart from that the engine in 8 bit mode should not only still work okay, but also benefit from some of the other (non palette related) improvements (e.g. bug #1032859 should be fixed even in 8 bit mode).
Japanese font drawing hasn’t been improved much yet. This will be a separate task.
svn-id: r52966
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svn-id: r46080
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svn-id: r46076
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svn-id: r46064
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with minor changes.
svn-id: r46061
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svn-id: r45406
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svn-id: r44336
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rid of a few kilobytes of hard-coded font data. (The font data is still there,
but now we only store how the French, German, Italian and Spanish fonts differ
from the English one.)
svn-id: r35056
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Regressions possible.
svn-id: r33552
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svn-id: r31888
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formerly knowns as Gaim) does; added new (incomplete) COPYRIGHT file; updated copyright dates in a few spots
svn-id: r27024
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saved during a dialogue"
svn-id: r26987
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CharsetRenderer::getStringHeight() is never used
svn-id: r26821
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function in order to match the original V8 interpreter. This should fix bugs #1036707 and #1662610 (subtitles word wrapping issues).
svn-id: r26516
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header files are only included once. Many of them didn't have a SCUMM prefix
which could have lead to clashes with common header files.
svn-id: r25727
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svn-id: r25250
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svn-id: r24330
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CharsetRendererCommon::getFontHeight)
svn-id: r22311
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svn-id: r20582
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