[Scummvm-devel] 'gob' engine & 8bpp

Miro Kropáček miro.kropacek at gmail.com
Wed Apr 1 08:11:48 CEST 2015


> You might be able to adapt the GUI to be able to render onto a RGB332 or
> similar (i.e. a 8bpp mode). This might require some small adjustments to
> the GUI code, especially it's renderer: VectorRendererSpec inside
> graphics/. Currently we only support 16bpp and 32bpp there.
> On top of the GUI you would need to either adapt the surface SDL graphics
> pipeline we have to work with 8bpp too (which is some work and would break
> all the sophisticated scalers) or write your own graphics output for the
> backend (probably the better idea).
>
> Alternatively, you could just dither the GUI's output (or convert it to
> RGB332 on the fly) onto a 8bpp paletted output in your custom graphics
> output. But you would need to write all of that on your own too.
>
Yes, I'm aware of the fact I don't get away without some coding ;)

By the way, am I right in my assumption that if I wanted to support 4bpp
(EGA) or even 2bpp (CGA) modes natively, I'd need to change rendering code
for each of the engines to support that? I.e. that even if a game is purely
EGA, the engine renderer renders into a 8-bit chunky buffer?

And yes, DG is right, the platform we're talking about is Atari/FreeMiNT,
it has 1/2/4/8 bitplane palette based modes and a 16-bit hicolor chunky
mode. Sorry about not mentioning that earlier.

Miro
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