Age | Commit message (Collapse) | Author |
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I reduced the header includes a lot in Titanic.h and forward
declared when I could. Titanic.h was including a lot and
a lot of functions that were including it were not using its
API. This will help make it more clear which implementation
files are using which class since they will just need to include
which ones they need.
I also moved the debug related items in Titanic.h into the debugger
header.
I also reordered several of the the header includes to be local to
global.
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Fixing this required reverting the previous fix I'd done for the
Doorbot's 'Cloak Off' animation during the prologue. What the proper
fix for it, seems to be, is that when a video is full 32-bit ARGB,
if it has a second transparency track, then simply ignore the alpha
in the first track, and simply use the RGB values for each pixel
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The video for the cylinder holder has a single 8-bit frame at the
start of the sequence for opening when there's no cylinder inside.
This fix works around it by ignoring 8-bits frame when there's
no palette available.
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Turns out the movie frames didn't need to be 32-bit, it just needed
custom copying code to replace transparent pixels with the transparency
color, so when blitted to the screen, the pixels aren't drawn.
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Some of the game videos have alpha levels, which are lost if the surfaces
are converted to 16-bit. This adds better support for creating 32-bit
video surfaces, so the information won't be lost
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The intro credits cutscene at least, uses an end frame beyond the
video as a way of adding an extra delay after the video finishes
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