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path: root/engines/scumm/gfx.cpp
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2011-08-07JANITORIAL: Remove trailing empty lines.Christoph Mallon
2011-06-21COMMON: Move HerculesDimensions enum to SCUMM.Johannes Schickel
The enum is only used inside the SCUMM engine so it is rather pointless to keep it in common/util.h right now. Also if we really want it in some common place it should probably be better in graphics/ too.
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]*$//'
2011-06-18SCUMM: fixed messed up colors in 16bit HE gamesathrxx
(regression from 068b4a5351a5574dbfac6acff5776a0071f3f2dd)
2011-06-18SCUMM: make sure asmDrawStripToScreen is not called in 16bit modeathrxx
(fixes possible issue in LOOM PCE)
2011-06-17SCUMM: fix FM-TOWNS graphics output for ARM devicesathrxx
(changed behavior of USE_ARM_GFX_ASM define)
2011-06-15SCUMM: hopefully fix 16bit mode support for SCUMM FM-TOWNS games and LOOM ↵athrxx
PCE on Android This mostly reverts 5b7754e3f095eb8a469dd4b7de5a6379f8e13c27. Instead, we try to use other 16bit modes after 555 fails.
2011-05-25ALL: neighbour -> neighborMatthew Hoops
2011-05-13SCUMM: Move tmsk code into its own Gdi subclassMax Horn
2011-05-12GIT: Clean up: Suppress SVN tags, now uselessstrangerke
2011-05-01Merge pull request #16 "Add a PixelFormat to Graphics::Surface.".Johannes Schickel
For further discussion check here: https://github.com/scummvm/scummvm/pull/16 Conflicts: graphics/png.cpp
2011-04-23ARM: Global symbols get an underscore prefix on darwindhewg
apply same solution as for the sound/smush ARM asm here
2011-04-18SCUMM: Setup proper pixel format for virtual screen surfaces.Johannes Schickel
Thanks to Max for notifying me that SCUMM seems always to use RGB555.
2011-04-17ALL/GRAPHICS: Remove Surface::bytesPerPixel.Johannes Schickel
2011-04-17SCUMM: Prefer Surface::format over Surface::bytesPerPixel.Johannes Schickel
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.
2011-03-22SCUMM FM-TOWNS: cleanup (thx LordHoto)athrxx
2011-02-07ALL: Fix whitespaces / indentionMax Horn
svn-id: r55818
2010-11-05SCUMM/FM-TOWNS JAPANESE: fix out of bounds text drawingFlorian Kagerer
(could cause invalid memory access in MI1) svn-id: r54079
2010-10-23ALL: Fix indention (whitespaces -> tabs)Max Horn
svn-id: r53738
2010-10-20SCUMM/FM-TOWNS: minor graphics fixFlorian Kagerer
This fixes a graphics glitch that occured when leaving the Scumm Bar in MI1 for the first time (before the cut scene with LeChuck). svn-id: r53645
2010-10-17SCUMM/FM-TOWNS: more improvements to japanese font drawingFlorian Kagerer
- 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
2010-10-05SCUMM/FM-TOWNS: disable new graphics code in DS portFlorian Kagerer
svn-id: r53033
2010-10-03SCUMM/FM-TOWNS: fix drawBox()Florian Kagerer
svn-id: r52991
2010-10-02INDY3/FM-TOWNS: fix intro graphics bugFlorian Kagerer
svn-id: r52987
2010-10-01SCUMM/FM-TOWNS: fix palette and other graphics issuesFlorian Kagerer
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
2010-08-25SCUMM: Fix bug #2702847 - PUTTZOO: Graphic glitches on dancing penguin.Travis Howell
svn-id: r52363
2010-08-23SCUMM: cleanupMax Horn
svn-id: r52295
2010-07-14Fixed typo in comment.Torbjörn Andersson
svn-id: r50889
2010-07-14Moved setTileData() into GdiPCEngine since that's the only class that uses it.Torbjörn Andersson
svn-id: r50888
2010-03-22Patch #2973283: SCUMM: Unneeded pointer dereferenceMax Horn
svn-id: r48360
2010-01-25Strip trailing spaces/tabs.Johannes Schickel
svn-id: r47541
2009-11-22Exclude Loom PCE engine specific code, from non-16bit color build.Travis Howell
svn-id: r46080
2009-11-22Fix charset palette in PCE version of Loom, based on information from Tobias.Travis Howell
svn-id: r46064
2009-11-22Add patch for Tobias, for Kanji support in Japanese PCE version of Loom, ↵Travis Howell
with minor changes. svn-id: r46061
2009-10-31Kirben suggested using vs->bytesPerPixel instead of _bytesPerPixel when drawingTorbjörn Andersson
the corners on the flashlight. He's probably right, since 'vs' is what we are drawing to. svn-id: r45561
2009-10-31Fixed flashlight drawing in 16 bpp games. (Which probably means PC-Engine LoomTorbjörn Andersson
is the only game where it makes any difference.) svn-id: r45560
2009-10-31The verb images for distaff have no mask data, in PCE version of Loom.Travis Howell
svn-id: r45559
2009-10-28Fix charset masking for 16bit color games.Travis Howell
svn-id: r45454
2009-10-27Add support for distaff images in PCE version of Loom.Travis Howell
svn-id: r45433
2009-10-26Add patch from Tobias, for object masking support in PCE version of Loom.Travis Howell
svn-id: r45396
2009-10-26Switch PCE version of Loom to 16bit color, since it used 9bit color.Travis Howell
svn-id: r45393
2009-10-26Add patch from Tobias, for masking support in PCE version of Loom, with ↵Travis Howell
minor changes. svn-id: r45387
2009-10-21Add/remove comments.Travis Howell
svn-id: r45306
2009-10-21Add patch from Tobias, for graphic support (backgrounds/objects) in PCE ↵Travis Howell
version of Loom, with minor changes. svn-id: r45304
2009-09-25SCUMM: Rename _bitDepth to _bytesPerPixelMax Horn
svn-id: r44336
2009-09-25Add comment about why r44322 was needed.Johannes Schickel
svn-id: r44323
2009-09-25Implement proper overflow handling in Gdi::writeRoomColor for Indy4 Amiga as ↵Johannes Schickel
described in #1294513 "FOA/Amiga: Palette problem (Regression)". svn-id: r44322
2009-09-25Attempt to fix bug #2838205 "MONKEY: Palette glitches in Amiga version" as ↵Johannes Schickel
described on the tracker item. svn-id: r44321
2009-08-21type fixAndre Heider
svn-id: r43621