NES palette fixes from Quietust.
Some fixes of gray background for NES. Though maybe proper approach would be to add global vars instead of checking every time. svn-id: r17190
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3 changed files with 17 additions and 7 deletions
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@ -878,12 +878,16 @@ void CharsetRenderer::restoreCharsetBg() {
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}
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} else {
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// Clear area
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if (_vm->_features & GF_NES)
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memset(screenBuf, 0x1d, vs->h * vs->pitch);
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else
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memset(screenBuf, 0, vs->h * vs->pitch);
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}
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if (vs->hasTwoBuffers) {
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// Clean out the charset mask
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memset(_vm->gdi._textSurface.pixels, CHARSET_MASK_TRANSPARENCY, _vm->gdi._textSurface.pitch * _vm->gdi._textSurface.h);
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memset(_vm->gdi._textSurface.pixels, (_vm->_features & GF_NES) ? 0x1d :
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CHARSET_MASK_TRANSPARENCY, _vm->gdi._textSurface.pitch * _vm->gdi._textSurface.h);
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}
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}
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}
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@ -60,7 +60,7 @@ void ScummEngine::setupNESPalette() {
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setPalColor(0x1A,0x00,0x92,0x00);
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setPalColor(0x1B,0x00,0xB6,0x6D);
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setPalColor(0x1C,0x00,0x92,0x92);
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setPalColor(0x1D,0x00,0x00,0x00);
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setPalColor(0x1D,0x24,0x24,0x24);
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setPalColor(0x1E,0x00,0x00,0x00);
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setPalColor(0x1F,0x00,0x00,0x00);
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@ -77,7 +77,7 @@ void ScummEngine::setupNESPalette() {
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setPalColor(0x2A,0x00,0xFF,0x00);
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setPalColor(0x2B,0x49,0xFF,0xDB);
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setPalColor(0x2C,0x00,0xFF,0xFF);
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setPalColor(0x2D,0x00,0x00,0x00);
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setPalColor(0x2D,0x49,0x49,0x49);
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setPalColor(0x2E,0x00,0x00,0x00);
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setPalColor(0x2F,0x00,0x00,0x00);
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@ -94,7 +94,7 @@ void ScummEngine::setupNESPalette() {
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setPalColor(0x3A,0x92,0xFF,0x6D);
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setPalColor(0x3B,0x49,0xFF,0xDB);
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setPalColor(0x3C,0x92,0xDB,0xFF);
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setPalColor(0x3D,0x00,0x00,0x00);
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setPalColor(0x3D,0x92,0x92,0x92);
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setPalColor(0x3E,0x00,0x00,0x00);
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setPalColor(0x3F,0x00,0x00,0x00);
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}
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@ -1052,6 +1052,9 @@ void ScummEngine_v2::o2_drawSentence() {
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sentenceline.bottom = virtscr[2].topline + 8;
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sentenceline.left = 0;
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sentenceline.right = 319;
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if (_features & GF_NES)
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restoreBG(sentenceline, 0x1d);
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else
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restoreBG(sentenceline);
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drawString(2, (byte*)sentence);
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@ -1514,6 +1517,9 @@ void ScummEngine_v2::setUserState(byte state) {
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rect.bottom = virtscr[2].topline + 8 * 88;
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rect.left = 0;
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rect.right = 319;
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if (_features & GF_NES)
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restoreBG(rect, 0x1d);
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else
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restoreBG(rect);
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// Draw all verbs and inventory
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