Initial libmpeg2 cutscene support based on patch #874510.
Pre-converted cutscenes w/ palette files available - ask LeChuck about Cutscenes :) svn-id: r12338
This commit is contained in:
parent
bbf32c0076
commit
a685422a13
7 changed files with 437 additions and 13 deletions
17
configure
vendored
17
configure
vendored
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@ -29,6 +29,7 @@ _vorbis=auto
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_mad=auto
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_alsa=auto
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_zlib=auto
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_mpeg2=no
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# default option behaviour yes/no
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_build_scumm=yes
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_build_simon=yes
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@ -188,6 +189,7 @@ Optional Libraries:
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--disable-mad disable libmad (MP3) support [autodetect]
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--with-zlib-prefix=PFX Prefix where zlib is installed (optional)
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--disable-zlib disable zlib (compression) support [autodetect]
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--enable-mpeg2 enable mpeg2 codec for cutscenes [disabled]
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EOF
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exit 0
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@ -212,6 +214,7 @@ for ac_option in $@; do
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--disable-mad) _mad=no ;;
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--enable-zlib) _zlib=yes ;;
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--disable-zlib) _zlib=no ;;
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--enable-mpeg2) _mpeg2=yes ;;
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--with-alsa-prefix=*)
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_prefix=`echo $ac_option | cut -d '=' -f 2`
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ALSA_CFLAGS="-I$_prefix/include"
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@ -558,6 +561,12 @@ else
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fi
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echo "$_zlib"
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echocheck "mpeg2"
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if test "$_mpeg2" = yes ; then
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_def_mpeg2='#define USE_MPEG2'
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LIBS="$LIBS -lmpeg2"
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fi
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echo "$_mpeg2"
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rm -f $TMPC $TMPO
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@ -576,7 +585,12 @@ if test "$_build_bs1" = yes ; then
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echo " Broken Sword I"
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fi
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if test "$_build_bs2" = yes ; then
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echo " Broken Sword II"
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echo -n " Broken Sword II"
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if test "$_mpeg2" = yes ; then
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echo " (w/ mpeg2 cutscenes)"
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else
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echo " (without mpeg2 cutscenes)"
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fi
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fi
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if test "$_build_queen" = yes ; then
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echo " Flight of the Amazon Queen"
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@ -648,6 +662,7 @@ $_def_vorbis
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$_def_mad
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$_def_alsa
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$_def_zlib
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$_def_mpeg2
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/* Subsystems */
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#define INSANE
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199
sword2/driver/animation.cpp
Normal file
199
sword2/driver/animation.cpp
Normal file
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@ -0,0 +1,199 @@
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#include "common/stdafx.h"
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#include "sword2/sword2.h"
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#include "sword2/driver/menu.h"
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#include "sword2/driver/render.h"
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#include "common/file.h"
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namespace Sword2 {
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// Build 'Best-Match' RGB lookup table
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void MoviePlayer::buildlookup(AnimationState * st, int p, int lines) {
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int y, cb;
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int r, g, b, ii;
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if (p != st->curpal) {
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st->curpal = p;
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st->cr = 0;
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st->pos = 0;
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}
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if (st->cr >= BITDEPTH)
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return;
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for (ii = 0; ii < lines; ii++) {
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r = (-16*256 + (int)(256*1.596) * ((st->cr<<SHIFT)-128)) / 256;
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for (cb = 0; cb < BITDEPTH; cb++) {
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g = (-16*256 - (int)(0.813*256) * ((st->cr<<SHIFT)-128) - (int)(0.391*256) * ((cb<<SHIFT)-128)) / 256;
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b = (-16*256 + (int)(2.018*256) * ((cb<<SHIFT)-128)) / 256;
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for (y = 0; y < BITDEPTH; y++) {
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int idx, bst = 0;
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int dis = 2*SQR(r-st->palettes[p].pal[0])+4*SQR(g-st->palettes[p].pal[1])+SQR(b-st->palettes[p].pal[2]);
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for (idx = 1; idx < 256; idx++) {
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long d2 = 2*SQR(r-st->palettes[p].pal[4*idx])+4*SQR(g-st->palettes[p].pal[4*idx+1])+SQR(b-st->palettes[p].pal[4*idx+2]);
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if (d2 < dis) {
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bst = idx;
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dis = d2;
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}
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}
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st->lut2[st->pos++] = bst;
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r += (1 << SHIFT);
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g += (1 << SHIFT);
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b += (1 << SHIFT);
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}
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r -= 256;
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}
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st->cr++;
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if (st->cr >= BITDEPTH)
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return;
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}
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}
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void MoviePlayer::checkPaletteSwitch(AnimationState * st) {
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// if we have reached the last image with this palette, switch to new one
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if (st->framenum == st->palettes[st->palnum].end) {
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unsigned char *l = st->lut2;
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st->palnum++;
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_vm->_graphics->setPalette(0, 256, st->palettes[st->palnum].pal, RDPAL_INSTANT);
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st->lutcalcnum = (BITDEPTH + st->palettes[st->palnum].end - (st->framenum + 1) + 2) / (st->palettes[st->palnum].end - (st->framenum + 1) + 2);
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st->lut2 = st->lut;
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st->lut = l;
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}
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}
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#ifndef USE_MPEG2
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bool MoviePlayer::pic(AnimationState * st) {
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// Dummy for MPEG2-less builds
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return false;
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}
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#else
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bool MoviePlayer::pic(AnimationState * st) {
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mpeg2_state_t state;
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const mpeg2_sequence_t *sequence_i;
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size_t size = (size_t)-1;
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do {
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state = mpeg2_parse (st->decoder);
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sequence_i = st->info->sequence;
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switch (state) {
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case STATE_BUFFER:
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size = st->mpgfile->read(st->buffer, BUFFER_SIZE);
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mpeg2_buffer (st->decoder, st->buffer, st->buffer + size);
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break;
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case STATE_SLICE:
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case STATE_END:
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if (st->info->display_fbuf) {
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checkPaletteSwitch(st);
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_vm->_graphics->plotYUV(st->lut, sequence_i->width, sequence_i->height, st->info->display_fbuf->buf);
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st->framenum++;
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buildlookup(st, st->palnum+1, st->lutcalcnum);
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return true;
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}
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break;
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default:
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break;
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}
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} while (size);
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return false;
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}
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#endif
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#ifndef USE_MPEG2
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AnimationState *MoviePlayer::initanimation(char *name) {
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return 0;
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}
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#else
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AnimationState *MoviePlayer::initanimation(char *name) {
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char basename[512], tempFile[512];
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AnimationState *st = new AnimationState;
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int i, p;
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strcpy(basename, name);
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basename[strlen(basename)-4] = 0;
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// Load lookup palettes
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// TODO: Binary format so we can use File class
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sprintf(tempFile, "%s/%s.pal", _vm->getGameDataPath(), basename);
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FILE *f = fopen(tempFile, "r");
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if (!f) {
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warning("Cutscene: %s.pal palette missing", basename);
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return 0;
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}
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p = 0;
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while (!feof(f)) {
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fscanf(f, "%i %i", &st->palettes[p].end, &st->palettes[p].cnt);
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for (i = 0; i < st->palettes[p].cnt; i++) {
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fscanf(f, "%i", &st->palettes[p].pal[4*i]);
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fscanf(f, "%i", &st->palettes[p].pal[4*i+1]);
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fscanf(f, "%i", &st->palettes[p].pal[4*i+2]);
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}
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p++;
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}
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fclose(f);
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st->palnum = 0;
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_vm->_graphics->setPalette(0, 256, st->palettes[st->palnum].pal, RDPAL_INSTANT);
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st->lut = st->lut2 = st->lookup[0];
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st->curpal = -1;
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st->cr = 0;
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buildlookup(st, st->palnum, 256);
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st->lut2 = st->lookup[1];
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// Open MPEG2 stream
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st->mpgfile = new File();
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sprintf(tempFile, "%s.mp2", basename);
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if (!st->mpgfile->open(tempFile)) {
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warning("Cutscene: Could not open %s", tempFile);
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delete st;
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return 0;
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}
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// Load and configure decoder
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st->decoder = mpeg2_init ();
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if (st->decoder == NULL) {
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warning("Cutscene: Could not allocate an MPEG2 decoder");
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delete st;
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return 0;
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}
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st->info = mpeg2_info(st->decoder);
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st->framenum = 0;
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// Load in palette data
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st->lutcalcnum = (BITDEPTH + st->palettes[st->palnum].end + 2) / (st->palettes[st->palnum].end + 2);
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/* Play audio - TODO: Sync with video?*/
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File *sndFile = new File;
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sprintf(tempFile, "%s.ogg", basename);
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if (sndFile->open(tempFile))
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_vm->_mixer->playVorbis(&st->bgSound, sndFile, 100000000);
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return st;
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}
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#endif
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#ifndef USE_MPEG2
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void MoviePlayer::doneanimation(AnimationState *st) {
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}
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#else
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void MoviePlayer::doneanimation(AnimationState *st) {
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_vm->_mixer->stopHandle(st->bgSound);
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mpeg2_close (st->decoder);
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st->mpgfile->close();
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delete st->mpgfile;
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delete st;
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}
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#endif
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} // End of namespace Sword2
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58
sword2/driver/animation.h
Normal file
58
sword2/driver/animation.h
Normal file
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#ifndef ANIMATION_H
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#define ANIMATION_H
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#include <inttypes.h>
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#ifdef USE_MPEG2
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extern "C" {
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#include <mpeg2dec/mpeg2.h>
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}
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#endif
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namespace Sword2 {
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#define SQR(x) ((x)*(x))
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#define SHIFT 3
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#define BITDEPTH (1<<(8-SHIFT))
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#define ROUNDADD (1<<(SHIFT-1))
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#define BUFFER_SIZE 4096
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typedef struct {
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int palnum;
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unsigned char lookup[2][BITDEPTH*BITDEPTH*BITDEPTH];
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unsigned char * lut;
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unsigned char * lut2;
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int lutcalcnum;
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int framenum;
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#ifdef USE_MPEG2
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mpeg2dec_t * decoder;
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const mpeg2_info_t * info;
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#endif
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File * mpgfile;
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int curpal;
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int cr;
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int pos;
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struct {
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int cnt;
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int end;
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unsigned char pal[4*256];
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} palettes[50];
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unsigned char buffer[BUFFER_SIZE];
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PlayingSoundHandle bgSound;
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} AnimationState;
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} // End of namespace Sword2
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#endif
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@ -141,11 +141,125 @@ void MoviePlayer::drawTextObject(MovieTextObject *obj) {
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*/
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int32 MoviePlayer::play(char *filename, MovieTextObject *text[], uint8 *musicOut) {
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warning("semi-stub PlaySmacker %s", filename);
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#ifdef USE_MPEG2
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int frameCounter = 0, textCounter = 0;
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PlayingSoundHandle handle;
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bool skipCutscene = false, textVisible = false;
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uint32 flags = SoundMixer::FLAG_16BITS, ticks = _vm->_system->get_msecs() + 83;
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// WORKAROUND: For now, we just do the voice-over parts of the
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// movies, since they're separate from the actual smacker files.
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uint8 oldPal[1024];
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memcpy(oldPal, _vm->_graphics->_palCopy, 1024);
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AnimationState * anim = initanimation(filename);
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if (!anim) {
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// Missing Files? Use the old 'Narration Only' hack
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playDummy(filename, text, musicOut);
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return RD_OK;
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}
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_vm->_graphics->clearScene();
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memset(_vm->_graphics->_buffer, 0, _vm->_graphics->_screenWide * MENUDEEP);
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#ifndef SCUMM_BIG_ENDIAN
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flags |= SoundMixer::FLAG_LITTLE_ENDIAN;
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#endif
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while (1) {
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if (!pic(anim)) break;
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_vm->_graphics->setNeedFullRedraw();
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if (text && text[textCounter]) {
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if (frameCounter == text[textCounter]->startFrame) {
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openTextObject(text[textCounter]);
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textVisible = true;
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if (text[textCounter]->speech) {
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_vm->_mixer->playRaw(&handle, text[textCounter]->speech, text[textCounter]->speechBufferSize, 22050, flags);
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}
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}
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if (frameCounter == text[textCounter]->endFrame) {
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closeTextObject(text[textCounter]);
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textCounter++;
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textVisible = false;
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}
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if (textVisible)
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drawTextObject(text[textCounter]);
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}
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frameCounter++;
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_vm->_graphics->updateDisplay(true);
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KeyboardEvent ke;
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if ((_vm->_input->readKey(&ke) == RD_OK && ke.keycode == 27) || _vm->_quit) {
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_vm->_mixer->stopHandle(handle);
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skipCutscene = true;
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break;
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}
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// Simulate ~12 frames per second. I don't know what
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// frame rate the original movies had, or even if it
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// was constant, but this seems to work reasonably.
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while (_vm->_system->get_msecs() < ticks);
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ticks += 82;
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}
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// Wait for the voice to stop playing. This is to make sure
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// that we don't cut off the speech in mid-sentence, and - even
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// more importantly - that we don't free the sound buffer while
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// it's in use.
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while (handle.isActive()) {
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_vm->_graphics->updateDisplay(false);
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_vm->_system->delay_msecs(100);
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}
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if (text)
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closeTextObject(text[textCounter]);
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_vm->_graphics->clearScene();
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_vm->_graphics->setNeedFullRedraw();
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// HACK: Remove the instructions created above
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Common::Rect r;
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memset(_vm->_graphics->_buffer, 0, _vm->_graphics->_screenWide * MENUDEEP);
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r.left = r.top = 0;
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r.right = _vm->_graphics->_screenWide;
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r.bottom = MENUDEEP;
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_vm->_graphics->updateRect(&r);
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// FIXME: For now, only play the lead-out music for cutscenes
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// that have subtitles.
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if (!skipCutscene)
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_vm->_sound->playLeadOut(musicOut);
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_vm->_graphics->setPalette(0, 256, oldPal, RDPAL_INSTANT);
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doneanimation(anim);
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// Lead-in and lead-out music are, as far as I can tell, only used for
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// the animated cut-scenes, so this seems like a good place to close
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// both of them.
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_vm->_sound->closeFx(-1);
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_vm->_sound->closeFx(-2);
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return RD_OK;
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#else
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// No MPEG2? Use the old 'Narration Only' hack
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playDummy(filename, text, musicOut);
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return RD_OK;
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#endif
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}
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// This just plays the cutscene with voiceovers / subtitles, in case the files are missing
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int32 MoviePlayer::playDummy(char *filename, MovieTextObject *text[], uint8 *musicOut) {
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int frameCounter = 0, textCounter = 0;
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if (text) {
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uint8 oldPal[1024];
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uint8 tmpPal[1024];
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@ -159,7 +273,7 @@ int32 MoviePlayer::play(char *filename, MovieTextObject *text[], uint8 *musicOut
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memset(_vm->_graphics->_buffer, 0, _vm->_graphics->_screenWide * MENUDEEP);
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uint8 msg[] = "Cutscene - Press ESC to exit";
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uint8 msg[] = "Cutscene - Narration Only: Press ESC to exit, or visit www.scummvm.org to download cutscene videos";
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Memory *data = _vm->_fontRenderer->makeTextSprite(msg, 640, 255, _vm->_speechFontId);
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FrameHeader *frame = (FrameHeader *) data->ad;
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SpriteInfo msgSprite;
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@ -180,8 +294,7 @@ int32 MoviePlayer::play(char *filename, MovieTextObject *text[], uint8 *musicOut
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// In case the cutscene has a long lead-in, start just before
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// the first line of text.
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int frameCounter = text[0]->startFrame - 12;
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int textCounter = 0;
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frameCounter = text[0]->startFrame - 12;
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// Fake a palette that will hopefully make the text visible.
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// In the opening cutscene it seems to use colours 1 (black?)
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@ -197,7 +310,7 @@ int32 MoviePlayer::play(char *filename, MovieTextObject *text[], uint8 *musicOut
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tmpPal[255 * 4 + 2] = 255;
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_vm->_graphics->setPalette(0, 256, tmpPal, RDPAL_INSTANT);
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PlayingSoundHandle handle;
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PlayingSoundHandle handle;
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bool skipCutscene = false;
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||||
|
@ -219,7 +332,6 @@ int32 MoviePlayer::play(char *filename, MovieTextObject *text[], uint8 *musicOut
|
|||
_vm->_mixer->playRaw(&handle, text[textCounter]->speech, text[textCounter]->speechBufferSize, 22050, flags);
|
||||
}
|
||||
}
|
||||
|
||||
if (frameCounter == text[textCounter]->endFrame) {
|
||||
closeTextObject(text[textCounter]);
|
||||
_vm->_graphics->clearScene();
|
||||
|
|
|
@ -22,6 +22,8 @@
|
|||
|
||||
#include "common/rect.h"
|
||||
|
||||
#include "animation.h"
|
||||
|
||||
namespace Sword2 {
|
||||
|
||||
// This is the maximum mouse cursor size in the SDL backend
|
||||
|
@ -72,9 +74,17 @@ private:
|
|||
void closeTextObject(MovieTextObject *obj);
|
||||
void drawTextObject(MovieTextObject *obj);
|
||||
|
||||
void buildlookup(AnimationState * st, int p, int lines);
|
||||
void checkPaletteSwitch(AnimationState * st);
|
||||
|
||||
AnimationState * initanimation(char *name);
|
||||
void doneanimation(AnimationState * st);
|
||||
bool pic(AnimationState * st);
|
||||
|
||||
public:
|
||||
MoviePlayer(Sword2Engine *vm) : _vm(vm), _textSurface(NULL) {}
|
||||
int32 play(char *filename, MovieTextObject *text[], uint8 *musicOut);
|
||||
int32 playDummy(char *filename, MovieTextObject *text[], uint8 *musicOut);
|
||||
};
|
||||
|
||||
struct BlockSurface {
|
||||
|
@ -185,6 +195,7 @@ private:
|
|||
void unwindRaw16(uint8 *dest, uint8 *source, uint8 blockSize, uint8 *colTable);
|
||||
int32 decompressRLE16(uint8 *dest, uint8 *source, int32 decompSize, uint8 *colTable);
|
||||
|
||||
|
||||
public:
|
||||
Graphics(Sword2Engine *vm, int16 width, int16 height);
|
||||
~Graphics();
|
||||
|
@ -238,6 +249,7 @@ public:
|
|||
|
||||
void plotPoint(uint16 x, uint16 y, uint8 colour);
|
||||
void drawLine(int16 x1, int16 y1, int16 x2, int16 y2, uint8 colour);
|
||||
void plotYUV(unsigned char * lut, int width, int height, uint8_t * const * buf);
|
||||
|
||||
int32 createSurface(SpriteInfo *s, uint8 **surface);
|
||||
void drawSurface(SpriteInfo *s, uint8 *surface, Common::Rect *clipRect = NULL);
|
||||
|
|
|
@ -820,4 +820,31 @@ void Graphics::closeBackgroundLayer(void) {
|
|||
_layer = 0;
|
||||
}
|
||||
|
||||
|
||||
void Graphics::plotYUV(unsigned char * lut, int width, int height, uint8_t * const * dat)
|
||||
{
|
||||
uint8 *buf = _buffer + (40+(400-height)/2) * RENDERWIDE + (640-width)/2;
|
||||
|
||||
int x, y;
|
||||
|
||||
int ypos = 0;
|
||||
int cpos = 0;
|
||||
int linepos = 0;
|
||||
|
||||
for (y = 0; y < height; y+=2) {
|
||||
for (x = 0; x < width; x+=2) {
|
||||
int i = ((((dat[2][cpos]+ROUNDADD)>>SHIFT) * BITDEPTH) + ((dat[1][cpos]+ROUNDADD)>>SHIFT)) * BITDEPTH;
|
||||
cpos++;
|
||||
|
||||
buf[linepos ] = lut[i+((dat[0][ ypos ]+ROUNDADD)>>SHIFT)];
|
||||
buf[RENDERWIDE + linepos++] = lut[i+((dat[0][width+ypos++]+ROUNDADD)>>SHIFT)];
|
||||
buf[linepos ] = lut[i+((dat[0][ ypos ]+ROUNDADD)>>SHIFT)];
|
||||
buf[RENDERWIDE + linepos++] = lut[i+((dat[0][width+ypos++]+ROUNDADD)>>SHIFT)];
|
||||
}
|
||||
linepos += (2*RENDERWIDE-width);
|
||||
ypos += width;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
} // End of namespace Sword2
|
||||
|
|
|
@ -35,7 +35,8 @@ MODULE_OBJS := \
|
|||
sword2/driver/palette.o \
|
||||
sword2/driver/rdwin.o \
|
||||
sword2/driver/render.o \
|
||||
sword2/driver/sprite.o
|
||||
sword2/driver/sprite.o \
|
||||
sword2/driver/animation.o
|
||||
|
||||
MODULE_DIRS += \
|
||||
sword2 \
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue