Opened 21 years ago

Closed 20 years ago

#1000 closed defect (fixed)

FOA/MI2 (Amiga) Palette issues

Reported by: SF/logicdeluxe Owned by: Kirben
Priority: normal Component: Engine: SCUMM
Version: Keywords:
Cc: Game: Monkey Island 2

Description

ScummVM 0.5.0pre-cvs Built on Jul 13 2003 02:36:02 I noticed that the original Amiga executable simply does not fade in most cases. The fading LucasArts, the Monkey Island logo and the red fade before the dream at the big tree are rare instances where the Amiga version actually DOES a color fade. E.g. the teaser where Guybrush tells his story to the governor does not fade. Also when digging out the bone on Scab, there is no darkening and flashing effect at all. Usually it would be no problem when ScummVM DOES fade those scenes, even the original didn't, but a problem occours in the voodoo hut on Scab. While standing on the left side, all is displayed bright as usual, but when going to the voodoo lady the entire screen fades very dark (the way the PC version does with the left part of the room), so you barely can see a thing including the dialogue line selection. There would be probably more problems of that kind in MI2 and also FOA. The same goes for actors (even I did not notice fading problems there yet), e.g. in the bar on Scab you are fully bright even in the darkest corner of that low lighten room with the original Amiga executable. Obviously there are some screen effects left out in the Amiga conversion, but they are still in use in the scrips. This also might be the reason for those many gliches in the title sequence since there are a lot of fades used. You could disable color fades for background graphics experimentally for Amiga games and test if it would play better then.

Ticket imported from: #770268. Ticket imported from: bugs/1000.

Change History (10)

comment:1 by fingolfin, 21 years ago

Summary: MI2 Amiga color fadesMI2: Amiga color fades

comment:2 by Kirben, 21 years ago

The black out problem in intro. and Voodoo Ladies place is caused by case 8 of o5_roomOps in scumm/script_v5.cpp but disabling it causes text to be invible (black). The Amiga version is sending high value in value d in case 4 'set palette color' of the same function. A quick comparsion of first room: Amiga: WARNING: set pal. color a is 83 b is 0 c is 83 d is 69! WARNING: set pal. color a is 223 b is 83 c is 223 d is 70! WARNING: set pal. color a is 23 b is 0 c is 23 d is 49! WARNING: set pal. color a is 127 b is 47 c is 127 d is 68!

comment:3 by Kirben, 21 years ago

PC: WARNING: set pal. color a is 83 b is 0 c is 83 d is 2! WARNING: set pal. color a is 223 b is 83 c is 223 d is 3! WARNING: set pal. color a is 23 b is 0 c is 23 d is 1! WARNING: set pal. color a is 127 b is 47 c is 127 d is 6!

comment:4 by Kirben, 21 years ago

Summary: MI2: Amiga color fadesFOA/MI2: Amiga color fades

comment:5 by Kirben, 21 years ago

According to ScummRev the Amiga versions of FOA & MI2 had an EPAL resource, which was the 'EGA Palette'. I think it might help with these color issues.

comment:6 by Kirben, 21 years ago

Summary: FOA/MI2: Amiga color fadesFOA/MI2 (Amiga) Palette issues

comment:7 by fingolfin, 20 years ago

I am not sure what exactly you mean, Kirben... how exactly do you think the EPAL resource would help?!

comment:8 by Kirben, 20 years ago

I just thought it might have been possible to use the EGA palettes from EPAL resource, to avoid problems. But that would reduce the games to 16 colots only, so not worth it.

comment:9 by Kirben, 20 years ago

Owner: set to Kirben
Resolution: fixed
Status: newclosed

comment:10 by Kirben, 20 years ago

The problem was due to Amiga verisons of FOA/MI2 using a unique VAR_VIDEOMODE value of 82 in order to set palette differences. Fixed in ScummVM cvs.

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