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path: root/engines/scumm/gfx_towns.cpp
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2016-11-27SCUMM: Properly inint FM-TOWNS gfx codeEugene Sandulenko
2014-02-18SCUMM: Make GPL headers consistent in themselves.Johannes Schickel
2013-08-03SCUMM: Take advantage of Surface::getPixels.Johannes Schickel
2013-08-03SCUMM: Prefer getBasePtr over direct Surface::pixels access.Johannes Schickel
2012-03-13JANITORIAL: Replace (x ? false : true) by !(x).Christoph Mallon
2012-02-15JANITORIAL: Fix missing whitespace in pointer castTarek Soliman
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)
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]*$//'
2011-06-17SCUMM: 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.
2011-06-13SCUMM FM-TOWNS: add number of color check in TownsScreen::updateOutputBuffer()athrxx
Although the 16 color surface is normally not on bottom, there could (theoretically?) be cases in 8bit fallback mode where this becomes relevant.
2011-06-13SCUMM: some cleanup in gfx_towns.cppathrxx
2011-05-12GIT: Clean up: Suppress SVN tags, now uselessstrangerke
2011-04-17SCUMM: Prefer Surface::format over Surface::bytesPerPixel.Johannes Schickel
2011-02-13SCUMM FM-TOWNS: minor cleanup (git test)athrxx
2010-10-05SCUMM/FM-TOWNS: disable new graphics code in DS portFlorian Kagerer
svn-id: r53033
2010-10-04SCUMM/FM-TOWNS: cleanupFlorian Kagerer
svn-id: r53016
2010-10-03SCUMM/FM-TOWNS: improve merging of graphics layersFlorian Kagerer
svn-id: r52995
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