[Scummvm-git-logs] scummvm master -> 86b2aedb2c80463cc0ec668c63f0da83986b71d6
dwatteau
noreply at scummvm.org
Thu Nov 3 19:35:54 UTC 2022
This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .
Summary:
86b2aedb2c SCUMM: Fix unintended dark blue background in French MI1 floppy VGA (WORKAROUND)
Commit: 86b2aedb2c80463cc0ec668c63f0da83986b71d6
https://github.com/scummvm/scummvm/commit/86b2aedb2c80463cc0ec668c63f0da83986b71d6
Author: Donovan Watteau (contrib at dwatteau.fr)
Date: 2022-11-03T20:35:18+01:00
Commit Message:
SCUMM: Fix unintended dark blue background in French MI1 floppy VGA (WORKAROUND)
In the French VGA floppy release of Monkey Island 1 (and, apparently,
this release alone), the easter egg making fun of Sierra games has a
dark blue background that makes the black text really hard to read (very
much like the MI1 v5 issue in front of the Governor's mansion, which we
already fix). The problem is in the OI itself, which was redrawn to
feature a translated text.
This problem doesn't exist in the other French releases (including the
Amiga VGA one), and the non-French VGA floppy releases look fine, to me.
So, just force a white background instead of dark blue, for this object
and on this particular release only.
(Note: they also messed up the top and left borders of that object, and
so a small black horizontal line will suddenly appear when the "Guybrush
falling into the trees" animation starts. Unfortunately, this is a
horizontal line, while strips are drawn as a series of vertical lines,
so it's hard to only fix this line, especially since its black color is
reused in the same strip for Guybrush trousers... So, this enhancement
just concentrates on solving the main issue, which is the legibility
problem with the blue background.)
Changed paths:
engines/scumm/gfx.cpp
diff --git a/engines/scumm/gfx.cpp b/engines/scumm/gfx.cpp
index 9d500b6a352..6f14a174942 100644
--- a/engines/scumm/gfx.cpp
+++ b/engines/scumm/gfx.cpp
@@ -2252,6 +2252,27 @@ bool Gdi::drawStrip(byte *dstPtr, VirtScreen *vs, int x, int y, const int width,
return result;
}
+ // WORKAROUND: In the French VGA floppy version of MI1, the easter egg
+ // poking fun at Sierra has a dark blue background instead of white,
+ // which causes similar legibility issues (the other VGA floppy
+ // translations are fine, and the French VGA Amiga and CD releases
+ // fixed this).
+
+ else if (_vm->_game.id == GID_MONKEY_VGA &&
+ _vm->_language == Common::FR_FRA &&
+ _vm->_game.platform != Common::kPlatformAmiga &&
+ _vm->_currentRoom == 11 &&
+ vs->number == kMainVirtScreen &&
+ y == 24 && x >= 28 && x <= 52 && height == 56 &&
+ _vm->_enableEnhancements) {
+ _roomPalette[1] = 15;
+
+ byte result = decompressBitmap(dstPtr, vs->pitch, smap_ptr + offset, height);
+
+ _roomPalette[1] = 1;
+ return result;
+ }
+
return decompressBitmap(dstPtr, vs->pitch, smap_ptr + offset, height);
}
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