From 6ee8022bac3d14fae9b9d0548e2a638534c6d0ac Mon Sep 17 00:00:00 2001 From: Kari Salminen Date: Wed, 13 Aug 2008 13:40:28 +0000 Subject: Type 21 overlay comment update (Found the drawing routine in the disassembly and checked the original for how the oxygen gauge during the first arcade sequence looks like. They're some kind of sprites most likely and not just simply filled rectangles). svn-id: r33826 --- engines/cine/gfx.cpp | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) (limited to 'engines') diff --git a/engines/cine/gfx.cpp b/engines/cine/gfx.cpp index 3c47c9ec9c..3198427117 100644 --- a/engines/cine/gfx.cpp +++ b/engines/cine/gfx.cpp @@ -1129,12 +1129,12 @@ void OSRenderer::renderOverlay(const Common::List::iterator &it) { maskBgOverlay(_bgTable[it->x].bg, sprite->data(), sprite->_realWidth, sprite->_height, _backBuffer, obj->x, obj->y); break; - // FIXME: Looking at Operation Stealth's disassembly I can't find any codepath that - // will draw a type 21 overlay. But looking at the first arcade sequence's scripts - // it looks like the oxygen gauge meter is implemented using a type 21 overlay. - // So for the time being I'm simply drawing type 21 overlays as type 22 overlays - // and hoping for the best. - // TODO: Check how the original game looks under DOSBox to see if the oxygen gauge works in it + // FIXME: Implement correct drawing of type 21 overlays. + // Type 21 overlays aren't just filled rectangles, I found their drawing routine + // from Operation Stealth's drawSprite routine. So they're likely some kind of sprites + // and it's just a coincidence that the oxygen meter during the first arcade sequence + // works even somehow currently. I tried the original under DOSBox and the oxygen gauge + // is a long red bar that gets shorter as the air runs out. case 21: // A filled rectangle: case 22: -- cgit v1.2.3