From 936b3025573c3de041c7365c4f85a515018f3634 Mon Sep 17 00:00:00 2001 From: Travis Howell Date: Wed, 25 May 2005 09:11:38 +0000 Subject: Remove left overs and update comment. svn-id: r18245 --- scumm/palette.cpp | 18 +++--------------- 1 file changed, 3 insertions(+), 15 deletions(-) (limited to 'scumm/palette.cpp') diff --git a/scumm/palette.cpp b/scumm/palette.cpp index 5173f81e1d..2a8c9eb50c 100644 --- a/scumm/palette.cpp +++ b/scumm/palette.cpp @@ -579,31 +579,19 @@ void ScummEngine::setupShadowPalette(int redScale, int greenScale, int blueScale byte *table = _shadowPalette + start; int i; - // This is a correction of the patch supplied for BUG #588501. - // It has been tested in all four known rooms where unkRoomFunc3 is used: + // This is an implementation based on the original games code. + // + // The four known rooms where setupShadowPalette is used in atlantis are: // // 1) FOA Room 53: subway departing Knossos for Atlantis. // 2) FOA Room 48: subway crashing into the Atlantis entrance area // 3) FOA Room 82: boat/sub shadows while diving near Thera // 4) FOA Room 23: the big machine room inside Atlantis // - // The implementation behaves well in all tests. - // Pixel comparisons show that the resulting palette entries being - // derived from the shadow palette generated here occassionally differ - // slightly from the ones derived in the LEC executable. - // Not sure yet why, but the differences are VERY minor. - // // There seems to be no explanation for why this function is called // from within Room 23 (the big machine), as it has no shadow effects // and thus doesn't result in any visual differences. - int max; - if (_version >= 5 && _version <= 6) { - max = 252; - } else { - max = 255; - } - if (_gameId == GID_SAMNMAX) { for (i = 0; i < 256; i++) _shadowPalette[i] = i; -- cgit v1.2.3