#8619 closed patch
AGI: AGIPAL Support
Reported by: | SF/mthreepwood | Owned by: | SF/mthreepwood |
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Priority: | normal | Component: | Engine: AGI |
Version: | Keywords: | ||
Cc: | Game: |
Description
Hey all,
Yes. I know what you're thinking. clone2727 is making a patch, so it can't be good. :P
Anyway, I've added AGIPAL support to ScummVM. I'm attaching the patch. I added some comments to show the format of the file.
I would like to commit it, but sev has asked me to post it here first. I will commit it if someone gives me the go ahead. I am assigning this to myself, but change it if you feel like it.
So, have fun playing AGIMouse 1.1 with AGIPAL!
-clone2727
Ticket imported from: #1684685. Ticket imported from: patches/724.
Attachments (3)
Change History (10)
by , 18 years ago
Attachment: | agipal.diff added |
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comment:1 by , 18 years ago
Fixed issues with spacing=>tabs and some variable name changes with _ File Added: agipal.diff
comment:2 by , 18 years ago
Some notes. First, look at spaces around operators, i.e. instead of
for (int j=0; j<48; j++)
you should write
for (int j = 0; j < 48; j++)
Also I recommend you to use instead of those magic values something like:
pos = 0;
for (int i = 0; i < 8 * 3; i++)
pos = 8 * 3 * 2; // chunk 3 for (int i = 0; i < 8 * 3; i++) _agipalPalette[i] = palData[pos + i];
This immediately shows logical error in your second loop since you're read twice more data as required.
Next important thing. Why are you writing deinitVideo(), initVideo()? This is complete overhead. Correct way would be just to set palette:
initPalette(_agipalPalette);
Next question. Why do you reset palette after you set it? I.e. what is the purpose of it? Also you will need to store it in savegame later, so it will be not possible if you blindly clear it.
comment:6 by , 18 years ago
Status: | new → closed |
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comment:7 by , 6 years ago
Component: | → Engine: AGI |
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Patch for AGIPAL