[Scummvm-devel] Re: CVS: scummvm/scumm charset.cpp,2.71,2.72 gfx.cpp,2.234,2.235 saveload.cpp,1.122,1.123 script_v2.cpp,2.220,2.221 scummvm.cpp,2.506,2.507 verbs.cpp,1.82,1.83

Travis Howell kirben at optusnet.com.au
Mon Dec 15 07:59:13 CET 2003


Max Horn wrote:
> Am Montag, 15.12.03 um 15:54 Uhr schrieb Travis Howell:
>
>> Update of /cvsroot/scummvm/scummvm/scumm
>> In directory sc8-pr-cvs1:/tmp/cvs-serv7959/scumm
>>
>> Modified Files:
>> charset.cpp gfx.cpp saveload.cpp script_v2.cpp scummvm.cpp
>> verbs.cpp
>> Log Message:
>>
>> Add extra color table entry for v1 games, for inventory/sentence
>> color.
>>
> This makes no sense. Those games were 16 color games, and they used a
> 16 color palette, so why would you suddenly have to use *17* colors
> ?!?
>
> Maybe there *is* some logic behind it and I just don't see it, but
> that means IMO that you should have clearly documented the reasons
> for this change somewhere in the source....

The problem is LA did a straight port of the Commodore 64 versions (So they
still use Commodre 64 color table) and somehow managed to remap in an extra
entry into color table when needed for inventory/sentence color. The
varvious locations in the v1 games make full use of the previous color table
and I checked against disasm. that our color table is correct. The original
games must have remapped one color table entry between rooms but there is no
way to tell exactly what palette entry should be changed each time, it would
often need to be different (Depending on which colors they use and which
slot is left empty).





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