From 0d8f4a22ae51d5943014a4c5f3ba610686039a24 Mon Sep 17 00:00:00 2001 From: Florian Kagerer Date: Fri, 1 Oct 2010 19:24:52 +0000 Subject: SCUMM/FM-TOWNS: fix palette and other graphics issues 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 --- engines/scumm/actor.cpp | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) (limited to 'engines/scumm/actor.cpp') diff --git a/engines/scumm/actor.cpp b/engines/scumm/actor.cpp index a06939dc51..7c1f401e67 100644 --- a/engines/scumm/actor.cpp +++ b/engines/scumm/actor.cpp @@ -2159,7 +2159,10 @@ void ScummEngine::stopTalk() { ((ScummEngine_v7 *)this)->clearSubtitleQueue(); #endif } else { - restoreCharsetBg(); + if (_game.platform == Common::kPlatformFMTowns) + towns_restoreCharsetBg(); + else + restoreCharsetBg(); } } -- cgit v1.2.3 From 5af782c5d279b0b3b54ee041bb50c8fec2d35fd3 Mon Sep 17 00:00:00 2001 From: Florian Kagerer Date: Tue, 5 Oct 2010 19:04:52 +0000 Subject: SCUMM/FM-TOWNS: disable new graphics code in DS port svn-id: r53033 --- engines/scumm/actor.cpp | 2 ++ 1 file changed, 2 insertions(+) (limited to 'engines/scumm/actor.cpp') diff --git a/engines/scumm/actor.cpp b/engines/scumm/actor.cpp index 7c1f401e67..1bcb065b25 100644 --- a/engines/scumm/actor.cpp +++ b/engines/scumm/actor.cpp @@ -2159,9 +2159,11 @@ void ScummEngine::stopTalk() { ((ScummEngine_v7 *)this)->clearSubtitleQueue(); #endif } else { +#ifndef DISABLE_TOWNS_DUAL_LAYER_MODE if (_game.platform == Common::kPlatformFMTowns) towns_restoreCharsetBg(); else +#endif restoreCharsetBg(); } } -- cgit v1.2.3