#432 closed defect (fixed)
ZAK256: Palette messed up
Reported by: | SF/trinity78 | Owned by: | fingolfin |
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Priority: | normal | Component: | Engine: SCUMM |
Version: | Keywords: | ||
Cc: | Game: | Zak McKracken |
Description
using the latest daily snapshot from the cvs, i 've noticed several problems with palette colors in zak256. this happens for example in the seattle cave after the fire has been ignited and you left and reentered the room or in the several jungles in the game (mexico).
you can see a screenshot here:
http://domfree.de/trin/zak2.png
or another one showing the same problem while a fade mode is active:
http://domfree.de/trin/zak1.png
Ticket imported from: #600287. Ticket imported from: bugs/432.
Attachments (5)
Change History (19)
by , 22 years ago
by , 22 years ago
Attachment: | zak256.s03 added |
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comment:1 by , 22 years ago
comment:2 by , 22 years ago
uploaded all screens to sourceforge, i will delete the ones on my domain. so the links above will not work, use the attachments below.
comment:3 by , 22 years ago
The same problem occurs in MIVGA, too (see https://sourceforge.net/tracker/index.php?func=detail&aid=599442&group_id=37116&atid=418820)
comment:4 by , 22 years ago
Owner: | set to |
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comment:5 by , 22 years ago
Does this still occur?
If so, please upload a save-game from a newer snapshot, as Zak256 save
compatability was broken some time ago.
Please upload a saved game both BEFORE the problem, and AFTER/during the problem.
Cheers.
by , 22 years ago
Attachment: | zak256.s01 added |
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walk into the cave, light the fire, the exit the cave and enter it again
comment:7 by , 22 years ago
I can't do anything without the two saved games as mentioned below... without those I'll have to close this bug.
comment:8 by , 22 years ago
Logged In: NO
endy if you whould read this bug report more carefully, you whould have noticed that i attached two savegames yesterday.
comment:9 by , 22 years ago
And to repeat it again, this seems to be the same palette bug that is also noted as issue 3 on https://sourceforge.net/tracker/index.php?func=detail&aid=600287&group_id=37116&atid=418820
comment:10 by , 22 years ago
I don't think the MI1VGA palette bug (I assume that's the one fingolfin meant) is related to this, because that one should only affect near-white colours, and the ones that are wrong in that screen shot look like they should be dark or medium.
This is just a wild guess, but does Zak256 use o5_roomOps(), opcode 2 (room color)? I'm wondering because that code looks wrong to me. At the moment, it does
_currentPalette[a] = b; fullRedraw = 1;
That is, it sets one colour component of one colour. It seems more likely to me that it should be
_shadowPalette[a] = b; setDirtyColors(a, a);
Or possibly
_shadowPalette[b] = a; setDirtyColors(b, b);
But I don't own Zak256, so I can't try this myself.
comment:11 by , 22 years ago
Status: | new → closed |
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comment:12 by , 22 years ago
Owner: | changed from | to
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Resolution: | → fixed |
comment:13 by , 22 years ago
You were on the right track Erik, but the fix is actually to use copyPalColor(a, b); I guess the original game was using EGA colors I guess, and palette entries were only 8 bits big (2+3+2 format). Anyway, with that change it works just fine.
comment:14 by , 22 years ago
Oh well, pretty close. :-)
Is the _fullRedraw = 1 really needed though? I would have thought the standard "dirty colours" mechanism would have been enough.
uploaded savegame