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The work done on this engine is wonderful, and I'm up for adding it<br>to the ScummVM tree<br><br>As for 16bpp color support... well, the GUI does use 16bpp color,<br>plus there are already supported games, such as Ween: The Prophecy,<br>which would need that many colors to work. There is even a patch<br>that aims to add 32bpp color support:<br>http://sourceforge.net/tracker/index.php?func=detail&aid=1664514&group_id=37116&atid=418822<br>Also, the later Zork games (Nemesis, Grand Inquisitor etc) use a<br>similar engine as MADE, if I'm not mistaken, but use 16bpp colors.<br>Moreover, QuickTime videos used in games (e.g. Myst and Riven) need<br>more than 256 colors to be shown correctly. Finally, many newer<br>adventure games that could potentially be added to ScummVM in the<br>future had 16bpp colors (if memory serves right, Star Trek: The next<br>generation, a finaly unity had 16bpp).<br><br>So in my opinion it would be better to aim for support of resolutions<br>with a higher number of colors in the future, instead of not adding<br>games that need more than 256 colors, since SDL itself has support<br>for more than 256 colors anyway. Some platforms and non-SDL<br>backends might not support that many colors, but not all the games<br>that ScummVM supports run under all platforms anyway (due to other<br>constraints, like for example memory).<br><br>Just my 2c<br>Filippos<br><br>> Date: Wed, 12 Nov 2008 15:39:17 +1100<br>> From: kirben@optusnet.com.au<br>> To: scummvm@spookypeanut.co.uk<br>> CC: s@sthomas.id.au; scummvm-devel@lists.sourceforge.net<br>> Subject: Re: [Scummvm-devel] The 7th Guest<br>> <br>> Henry Bush wrote:<br>> > I'm not sure when one becomes the other... Several games (11th<br>> > hour, the sequel, and three (possibly four) others) use a similar<br>> > engine (which is called "groovie" btw (or possibly "GROOVIE", but I<br>> > don't like all caps), but they're all 16bit colour, so that hurdle is<br>> > a little higher to jump! At the moment the dos (/win) target is<br>> > primary focus, but mac shouldn't be too much hassle (in fact I think<br>> > it works atm, but without music, Jordi can correct me if I'm wrong<br>> > ;-).<br>> <br>> Wouldn't the current 8bit color limitation of ScummVM become a major <br>> issue in the future though? since only a single game of GROOVIE game <br>> engine actually uses 8bit color.<br>> <br>> How far do you plan to expand the GROOVIE game engine in the future? as <br>> I expect adding 16bit color would be easier in separate project, without <br>> having to worry about how that change, would effect other parts (ie <br>> other game engines) of ScummVM.<br>> <br>> -------------------------------------------------------------------------<br>> This SF.Net email is sponsored by the Moblin Your Move Developer's challenge<br>> Build the coolest Linux based applications with Moblin SDK & win great prizes<br>> Grand prize is a trip for two to an Open Source event anywhere in the world<br>> http://moblin-contest.org/redirect.php?banner_id=100&url=/<br>> _______________________________________________<br>> Scummvm-devel mailing list<br>> Scummvm-devel@lists.sourceforge.net<br>> https://lists.sourceforge.net/lists/listinfo/scummvm-devel<br><br /><hr />Get 5 GB of storage with Windows Live Hotmail. <a href='http://windowslive.com/Explore/Hotmail?ocid=TXT_TAGLM_WL_hotmail_acq_5gb_112008' target='_new'>Sign up today.</a></body>
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