aboutsummaryrefslogtreecommitdiff
path: root/scumm/gfx.cpp
AgeCommit message (Collapse)Author
2003-07-20typoMax Horn
svn-id: r9086
2003-07-19moved some functions out of scummvm.cpp into more appropriate files; ↵Max Horn
rearranged stuff inside scummvm.cpp to be grouped a bit more logical svn-id: r9083
2003-07-17Fix Amiga paletteTravis Howell
svn-id: r9055
2003-07-14Split the v1 palette, since there is a minor difference.Travis Howell
svn-id: r8999
2003-07-14A few color fixes for v1/v2Travis Howell
svn-id: r8997
2003-07-13Add correct palette for pc versions of v1 gamesTravis Howell
Add some correct colors for v1 games svn-id: r8988
2003-07-13added some FIXMEsMax Horn
svn-id: r8974
2003-07-11Restore correct valueTravis Howell
svn-id: r8908
2003-07-11Add amiga pallete for Amiga versionsTravis Howell
svn-id: r8904
2003-07-06correct palette on amiga version of mi, from HibernatusJonathan Gray
svn-id: r8797
2003-07-06Add support for Amiga version of Monkey Island 1Travis Howell
Palette is still wrong svn-id: r8790
2003-07-03rewrote desaturatePalette using integer arithmetics onlyMax Horn
svn-id: r8732
2003-07-01Fix for bug #743041: ZAK256: wrong color in costume (intro). Thanks to ↵Max Horn
Hibernatus for providing the deciding clue svn-id: r8684
2003-06-25note that we are missing decompress routines for codecs 8,9,10 and which ↵Jonathan Gray
games they occur in svn-id: r8646
2003-06-22Special case for screen-wide blitsBertrand Augereau
svn-id: r8626
2003-06-17Tweaks to colours 10, 11, 13 and 14 in the EGA palette. They don't makeTorbjörn Andersson
much difference visually, but this way I understand where the colours come from. (Except for colour 6 which seems to be some sort of exception.) svn-id: r8532
2003-06-17Revert Amiga specific changes to EGA palette.Travis Howell
An option for C64 and Amiga palette should be added in future svn-id: r8531
2003-06-17tweak ega palette a bit moreJonathan Gray
svn-id: r8525
2003-06-17ega palette changes, correct colour used for sentence line and use amiga ↵Jonathan Gray
colour for colour normally used for skin colours, sarien does something similiar... svn-id: r8524
2003-06-14Patch #754151: Removed READ_*_UNALIGNED and always read stuff bytewise; ↵Max Horn
augmented by some more changes of mine svn-id: r8482
2003-06-09allow quit during smush playback; cleanupMax Horn
svn-id: r8411
2003-06-08Fixed recent regression (too many blast texts) in The Dig's end credits andTorbjörn Andersson
made the text scroll off the screen instead of just vanishing at the top. (The latter also applies to Full Throttle's end credits.) svn-id: r8402
2003-06-07cleanupMax Horn
svn-id: r8384
2003-06-07CD Loom and EGA Loom should not use the same dissolve effect, so I'veTorbjörn Andersson
reverted that part of the Loom unification and clarified the comments slightly. I also slowed down the CD Loom dissolve a bit. It's still faster than the default behaviour, but I think it looks better this way. (Feel free to change that back again if you don't agree.) svn-id: r8381
2003-06-07follow our coding conventionsMax Horn
svn-id: r8377
2003-06-07Loom unificationMax Horn
svn-id: r8373
2003-06-07replaced GF_AFTER with _versionMax Horn
svn-id: r8372
2003-06-06rewrite code a bit: personally I find it much easier to understand what the ↵Max Horn
code does this way (the &6 trick is cute, but obfuscates the meaning of the code) svn-id: r8360
2003-06-06Order matters! Inverse iris is transition effect 5 and nothing else.Torbjörn Andersson
svn-id: r8350
2003-06-06v1 object drawing updates from aquadranJonathan Gray
svn-id: r8346
2003-06-06fixed almost object drawing for v1 games, (ugly hack for drawBitmap)Paweł Kołodziejski
svn-id: r8345
2003-06-06cleanupMax Horn
svn-id: r8341
2003-06-05unified some codeMax Horn
svn-id: r8339
2003-06-05a little betterPaweł Kołodziejski
svn-id: r8333
2003-06-05disabled mask for nowPaweł Kołodziejski
svn-id: r8331
2003-06-05fixed my last commitPaweł Kołodziejski
svn-id: r8330
2003-06-05added v1 gfx codec, (not working)Paweł Kołodziejski
svn-id: r8329
2003-06-05Inverse iris transition effect for V2 games. Also, some transition effectsTorbjörn Andersson
weren't working properly unless the entire screen was first marked as not dirty. I hope fixing that didn't break anything else. svn-id: r8314
2003-06-05there are a few places in maniac and zakdemo where we *do* have to store the ↵Max Horn
run & color <grmbl> svn-id: r8306
2003-06-05finished my drawBitmap optimisationsMax Horn
svn-id: r8305
2003-06-04cache room strip offsets (this should help performance on PalmOS)Max Horn
svn-id: r8300
2003-06-04V2 mouse cursor, for that extra retro feelTorbjörn Andersson
svn-id: r8288
2003-06-03fix flashlight in MMMax Horn
svn-id: r8285
2003-06-02cleanup color cyclcing code; also perform color cycling on 'indirect' ↵Max Horn
palettes like the shadow palette(s) (bug #706721) svn-id: r8257
2003-06-01charset masking fixes, mostly for The Dig (hey I think I finally almost ↵Max Horn
understand that part of the code :-) svn-id: r8248
2003-06-01added a getMaskBuffer method (makes it easier to read some of the code); ↵Max Horn
merged setVirtscreenDirty() into updateDirtyRect(); made setDirtyRange a method of struct VirtScreen svn-id: r8241
2003-06-01clearUpperMask -> clearCharsetMaskMax Horn
svn-id: r8206
2003-05-30some cheap doxygen docs; cleanupMax Horn
svn-id: r8154
2003-05-30moved bomp stuff into own files; removed some of our 6 (!) bomp decodersMax Horn
svn-id: r8151
2003-05-30cleanupMax Horn
svn-id: r8150