Age | Commit message (Collapse) | Author |
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logic.
All uses of the old target scale API actually wanted to disallow scaling of
the mouse cursor. This commit adapts our API to this and thus simplifies
backend implementations.
Some backends, most notable the Wii and Android, did some implementation of
the cursor target scale, which I didn't adapt yet. I added a TODO for the
porters there.
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find -name '*.h' -or -name '*.cpp' | xargs sed -r -i 's@\(([A-Za-z0-9]+)\*\)@(\1 *)@g'
This seems to have caught some params as well which is not undesirable IMO.
It also caught some strings containing this which is undesirable so I
excluded them manually. (engines/sci/engine/kernel_tables.h)
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The original did not use the room nor verb palette map for the cursor, but
seems to use a custom palette. I now just changed the cursor to use the colors
from the DOS version of Indy4.
This is rather guesswork, but the original did always show a flashing color in
those colors instead of based on the screen colors.
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This should fix incorrect text colors in some scenes.
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PCE on Android
This mostly reverts 5b7754e3f095eb8a469dd4b7de5a6379f8e13c27. Instead, we try to use other 16bit modes after 555 fails.
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This provides fallback to 8bit color mode for SCUMM3 FM-TOWNS games on platforms which set the USE_RGB_COLOR define even though that color mode is not being fully implemented for that platform.
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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.
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svn-id: r53117
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svn-id: r53033
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svn-id: r53000
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svn-id: r52999
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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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avoid problems in case it was disabled earlier.
svn-id: r48622
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svn-id: r47541
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hard-coded cursors.
svn-id: r46075
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version of Loom, based on information from hennymcc.
svn-id: r46074
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svn-id: r46066
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svn-id: r45404
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svn-id: r45394
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svn-id: r45393
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svn-id: r44336
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guarantee a consistent build.
svn-id: r43604
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svn-id: r43416
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svn-id: r43410
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parameter of NULL (and initialize NULL pointers with CLUT8), rather than taking a Graphics::PixelFormat with default parameter of Graphics::PixelFormat::createFormatCLUT8()
svn-id: r41900
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____CursorFormat functions into equivalent ____Cursor functions.
svn-id: r41825
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svn-id: r41696
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GuiManager cursors will render properly over the game (on spacebar hit, for instance)
svn-id: r41491
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removing order section and temporarily removing kFormatARGB1555
Converted cursor code to make use of _screenFormat, instead of a parameter passed directly to it by the engine.
Adjusted scumm engine to account for these changes.
This should probably have been two separate commits, but the changes concern the same files...
svn-id: r41443
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16-bit cursor support in a less hacky, but still temporary way.
svn-id: r41209
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temporary hack.
svn-id: r41204
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svn-id: r41194
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for 16bit color HE games.
svn-id: r41193
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svn-id: r41191
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svn-id: r39567
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svn-id: r35293
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svn-id: r30667
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svn-id: r30664
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Also replace default HE cursor (used in Lost) with correct one.
svn-id: r30650
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svn-id: r30162
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svn-id: r30160
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enabled 3DO/DOS/Macintosh versions of early HE games. Adding only the minimum code required for HE70 games.
svn-id: r30011
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been updated.
svn-id: r28966
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