#8025 closed patch
fade modes (feature request #596788)
Reported by: | eriktorbjorn | Owned by: | |
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Priority: | normal | Component: | Engine: SCUMM |
Version: | Keywords: | ||
Cc: | Game: | Indiana Jones 4 |
Description
This is an attempt at implementing the missing fade modes mentioned in feature request #596788. I would appreciate if someone who has actually seen the original effects could take a look at it.
However, I think the result look quite reasonable for the cases mentioned in the feature request, except I completely forgot to check what the scenes with eel figurines look like.
I still don't know what unkScreenEffect5(1) is supposed to do, so that one is still a no-op.
If it is guaranteed that we don't manipulate larger images than 320x200 the offsets array should probably be changed from int to uint16 to save memory, but I didn't dare to make that assumption.
Ticket imported from: #599909. Ticket imported from: patches/130.
Attachments (1)
Change History (5)
by , 22 years ago
Attachment: | dissolve.diff added |
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comment:1 by , 22 years ago
Status: | new → closed |
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comment:3 by , 22 years ago
I know the patch has already been applied, but...
I was able to check with the Amiga version of Loom, and found that to emulate the fade-ins of that one I should have used dissolveEffect(8, 4), not dissolveEffect(8, 8).
I still don't know what the fade-ins/outs in Loom CD should look like. Even with Mo'Slo they're too damn fast to make out on this computer.
The eel figurine scenes in FOA work as I intended, though. One of them use unkScreenEffect(0), and the other one doesn't seem to use any screen effect at all.
comment:4 by , 6 years ago
Component: | → Engine: SCUMM |
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Game: | → Indiana Jones 4 |
Patch against an August 24 CVS snapshot of scummvm-new