properly fixed parallax layers in BE systems
svn-id: r10193
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parent
9dc282f1d5
commit
2ce7c27f0b
2 changed files with 32 additions and 36 deletions
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@ -162,12 +162,6 @@ _parallax *FetchBackgroundParallaxLayer(uint8 *screenFile, int layer) // Chris 0
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_parallax *parallax = (_parallax *) ((uint8 *) mscreenHeader + mscreenHeader->bg_parallax[layer]);
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// FIXME: this shouldn't be here
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#if defined(SCUMM_BIG_ENDIAN)
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parallax->w = SWAP_BYTES_16(parallax->w);
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parallax->h = SWAP_BYTES_16(parallax->h);
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#endif
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return parallax;
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}
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//---------------------------------------------------------------
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@ -182,12 +176,6 @@ _parallax *FetchBackgroundLayer(uint8 *screenFile) // Chris 04Oct96
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_parallax *parallax = (_parallax *) ((uint8 *) mscreenHeader + mscreenHeader->screen + sizeof(_screenHeader));
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// FIXME: this shouldn't be here
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#if defined(SCUMM_BIG_ENDIAN)
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parallax->w = SWAP_BYTES_16(parallax->w);
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parallax->h = SWAP_BYTES_16(parallax->h);
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#endif
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return parallax;
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}
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//---------------------------------------------------------------
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@ -202,12 +190,6 @@ _parallax *FetchForegroundParallaxLayer(uint8 *screenFile, int layer) // Chris 0
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_parallax *parallax = (_parallax *) ((uint8 *) mscreenHeader + mscreenHeader->fg_parallax[layer]);
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// FIXME: this shouldn't be here
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#if defined(SCUMM_BIG_ENDIAN)
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parallax->w = SWAP_BYTES_16(parallax->w);
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parallax->h = SWAP_BYTES_16(parallax->h);
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#endif
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return parallax;
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}
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//---------------------------------------------------------------
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@ -456,32 +456,46 @@ void resMan::convertEndian(uint8 *file) {
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}
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// FIXME: byte swapping should be done here instead of in protocol.cpp
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/*
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// backgroundParallaxLayer
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_parallax *parallax;
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parallax = (_parallax *) ((uint8 *) mscreenHeader + mscreenHeader->bg_parallax[0]);
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parallax->w = SWAP_BYTES_16(parallax->w);
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parallax->h = SWAP_BYTES_16(parallax->h);
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int offset;
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offset = mscreenHeader->bg_parallax[0];
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if (offset > 0) {
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parallax = (_parallax *) ((uint8 *) mscreenHeader + offset);
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parallax->w = SWAP_BYTES_16(parallax->w);
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parallax->h = SWAP_BYTES_16(parallax->h);
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}
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parallax = (_parallax *) ((uint8 *) mscreenHeader + mscreenHeader->bg_parallax[1]);
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parallax->w = SWAP_BYTES_16(parallax->w);
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parallax->h = SWAP_BYTES_16(parallax->h);
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offset = mscreenHeader->bg_parallax[1];
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if (offset > 0) {
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parallax = (_parallax *) ((uint8 *) mscreenHeader + offset);
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parallax->w = SWAP_BYTES_16(parallax->w);
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parallax->h = SWAP_BYTES_16(parallax->h);
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}
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// backgroundLayer
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parallax = (_parallax *) ((uint8 *) mscreenHeader + mscreenHeader->screen + sizeof(_screenHeader));
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parallax->w = SWAP_BYTES_16(parallax->w);
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parallax->h = SWAP_BYTES_16(parallax->h);
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offset = mscreenHeader->screen + (int)sizeof(_screenHeader);
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if (offset > 0) {
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parallax = (_parallax *) ((uint8 *) mscreenHeader + offset);
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parallax->w = SWAP_BYTES_16(parallax->w);
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parallax->h = SWAP_BYTES_16(parallax->h);
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}
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// foregroundParallaxLayer
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parallax = (_parallax *) ((uint8 *) mscreenHeader + mscreenHeader->fg_parallax[0]);
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parallax->w = SWAP_BYTES_16(parallax->w);
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parallax->h = SWAP_BYTES_16(parallax->h);
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parallax = (_parallax *) ((uint8 *) mscreenHeader + mscreenHeader->fg_parallax[1]);
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parallax->w = SWAP_BYTES_16(parallax->w);
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parallax->h = SWAP_BYTES_16(parallax->h);
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*/
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offset = mscreenHeader->fg_parallax[0];
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if (offset > 0) {
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parallax = (_parallax *) ((uint8 *) mscreenHeader + offset);
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parallax->w = SWAP_BYTES_16(parallax->w);
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parallax->h = SWAP_BYTES_16(parallax->h);
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}
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offset = mscreenHeader->fg_parallax[1];
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if (offset > 0) {
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parallax = (_parallax *) ((uint8 *) mscreenHeader + offset);
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parallax->w = SWAP_BYTES_16(parallax->w);
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parallax->h = SWAP_BYTES_16(parallax->h);
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}
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break;
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}
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case GAME_OBJECT: {
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