[Scummvm-tracker] [ScummVM] #10196: SCI: LSL7: Better cel scaling
DanielSWolf
trac at scummvm.org
Sun Sep 10 21:35:38 CEST 2017
#10196: SCI: LSL7: Better cel scaling
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Reporter: DanielSWolf | Owner: (none)
Type: enhancement | Status: new
Priority: normal | Component: Engine: SCI
Keywords: | Game: Leisure Suit Larry 7
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This issue suggests an enhancement that I'd like to implement myself.
Leisure Suit Larry 7 has great graphics. Just about the only thing that
has always bugged me about it is that some sprites (especially Larry) get
upscaled when they appear too close in the foreground. See the attached
screenshot for an example.
I believe it should be possible to enhance `SCALER_Scale` in
`celobj32.cpp` to give better-looking results than the current nearest-
neighbor implementation, while still staying in 8-bit color mode. I'm
thinking of implementing something similar to AdvMAME2x/3x, but with non-
integer scaling factors.
As a start, I'd like to implement this only for LSL7. All cels in this
game use flat colors without anti-aliasing. This should give good results
with this kind of scaler.
Before I blindly start coding, I have some questions:
* Are there any reasons ''not'' to do this? E.g. fundamental concerns,
similar ongoing initiatives, etc.
* It is my understanding that cel scaling in SCI32 games has to happen in
8-bit color mode. However, I've seen some code comments by @csnover
concerning `USE_RGB_COLOR` that sound as if that might change in the
future. So I'd like to make sure I won't put effort into a special
palette-based scaler that will soon be superfluous due to a move to true
color.
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Ticket URL: <https://bugs.scummvm.org/ticket/10196>
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