On Tue, 5 Dec 2006 22:26:46 +0000 Stuart J Urquhart <[EMAIL PROTECTED]> wrote:
>
> On 5 Dec 2006, at 19:22, Alban Bedel wrote:
>
> > On Tue, 5 Dec 2006 17:26:56 +0000
> > Stuart J Urquhart <[EMAIL PROTECTED]> wrote:
> >> I then took a closer look at the room example, and noticed in
> >> devil.scost that there was a palette range for the costume:
> >> palette([0-31]);
> >> Which pretty much solved my issue of needing to offset the palettes
> >> in the actor images. The only remaining problem was that i needed to
> >> concatenate the palettes together, which is when i found the "palcat"
> >> tool included in scummc. For some reason, it wasn't compiled by
> >> default, but i managed to compile it manually, i.e.:
> >> gcc palcat.c scc_img.c scc_fd.c scc_util.c scc_param.c -
> >> DIS_LITTLE_ENDIAN -I<build dir> -o palcat
> >
> > It's part of the utils target. You can run make all or make utils
> > or make palcat to build it. make help print a list of the possible
> > targets.
>
> Really? darn. I guess i should have looked at the Makefile a bit
> closer :(
The makefile is a bit crazy, that's why i also included the help :)
> I also seem to have hit another stumbling block in my quest to create
> some room art.
> When i loaded my new room up in scummvm, it crashed giving me some
> "default case 0" error when decoding the bitmap. The only major
> difference in the room image is that its width is much shorter.
> The only thing i can think of is that the image needs to be wider to
> fill the screen up (a padded version of the image works). Am i right
> in thinking this?
You probably need a width which is a multiple of 8 as room image are
coded in vertical stripes of 8 pixel width. I should add some check in
the compiler.
> Apart from that, making a room seems a cinch :)
:)
Albeu
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