G33k, On 29 Jan 2008, at 12:44, G33K wrote:
> Unfortunately, I'm still away from home and can't contribute. But > while > your playing around with the LEC interpreter, could you maybe have a > look at the problems with the screens? These are clearly visible > glitches that will have every user that plays around with ScummC > recoil > in disgust... OK, lets see... > The room image height, in fact, doesn't change at all. Neither does > the > width, the rooms and intro screens are all the same size. > > When I actually changed the size, cutting off 8 the pixels from the > bottom that were causing problems, I already got artifacts on the very > first screen (i.e. before any possible change in the image height). It > looked much like James' first attempt at Scumm-Flash. When using setScreen, you need to make sure the difference between the first and second parameter is equal to the height of the room graphic. Otherwise you will get display glitches. > The only workaround was to keep all images the same size, but to > delete > 8 pixel rows from the bottom within the image, leaving them blank. > These > are the images that are used right now: titlescreen_small.bmp and > skyline_small.bmp. If you want to see the original problem, with the > lower rim of the previous screens showing through, delete the "_small" > part from the filename. > > As I said before, the same problem might appear with the 2 in-game > screens as well, we maybe just don't see it because they're both black > at the lower rim. I thought i noticed something when playing in ScummVM. That's probably it. > I will continue to investigate this once I'm back home, but I'm > curious > what this problem looks like in the LEC interpreter. While you're at > it, > maybe one of you can compile the game without the "_small" screens and > tell me what you see...? Interestingly i do not see any glitches occurring in either the tentacle or samnmax interpreters. As for ScummVM, there is a small rectangular block of the title screen present in the subsequent cutscene. I am thus going to conclude that it is a bug in ScummVM. Since most likely everyone is going to be playing OpenQuest in ScummVM, i would have to say we need to work around this little bug. Unless of course someone can convince the ScummVM developers to look into and fix it. Would be interesting to see what the LEC games do differently to avoid this issue in ScummVM. Regards, James S Urquhart _______________________________________________ ScummC-general mailing list [email protected] https://mail.gna.org/listinfo/scummc-general
