[ scummvm-Patches-621733 ] drawBomp() masking

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Fri Oct 11 08:32:01 CEST 2002


Patches item #621733, was opened at 2002-10-11 08:32
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https://sourceforge.net/tracker/?func=detail&atid=418822&aid=621733&group_id=37116

Category: None
Group: None
Status: Open
Resolution: None
Priority: 5
Submitted By: Torbjörn Andersson (eriktorbjorn)
Assigned to: Nobody/Anonymous (nobody)
Summary: drawBomp() masking

Initial Comment:
This patch should keep the inventory in The Dig from
covering text messages. (This would only happen in
scenes where the characters are seen from a great
distance, e.g. inside the asteroid.) There are two
parts to the it: Both drawBomp() and
removeBlastObject() need to be made to honor the
charset mask.

Fixing drawBomp() is much easier than fixing
removeBlastObject(), but I hope I got it right. I've
tested it with:

* Sam & Max: The LucasArts logos at the beginning of
the intro.
* Sam & Max: The floating objects outside the Mystery
Vortex.
* Sam & Max: Highway surfing.
* The Dig: The inventory window.
* The Dig: The conversation icons.

If anyone knows any other games/scenes that uses bomps,
I'd be grateful if they could test with them, too,
because it feels like every case I've tested has
revealed at least one new problem. This is actually the
third or fourth revision of the patch...

One unexpected bonus is that since drawBomp() now
honors the topmost mask, the patch also fixes the
masking problems outside the Mystery Vortex. Even the
original interpreter didn't handle that one correctly!

As you can see, the patch also changes
updateDirtyRect() so that it once again uses 200
instead of _realHeight. I just can't see how the screen
height could have anything to do with the rightmost
strip, so it must have been a coincidence that they are
the same.


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