This flag is removed for a few reasons:
* Engines universally set this flag to true for widths > 320,
which made it redundant everywhere;
* This flag functioned primarily as a "force 1x scaler" flag,
since its behaviour was almost completely undocumented and users
would need to figure out that they'd need an explicit non-default
scaler set to get a scaler to operate at widths > 320;
* (Most importantly) engines should not be in the business of
deciding how the backend may choose to render its virtual screen.
The choice of rendering behaviour belongs to the user, and the
backend, in that order.
A nearby future commit restores the default1x scaler behaviour in
the SDL backend code for the moment, but in the future it is my
hope that there will be a better configuration UI to allow users
to specify how they want scaling to work for high resolutions.
Put things like putPixel() into screen.h, so that it can be inlined.
Also don't use look up tables for those methods anymore and instead
calculate offsets manually, because that should be faster.
Instead of choosing Windows as platform, users can now also simply
click this option for Gabriel Knight 1 + King's Quest 6
Defaults to high resolution graphics
find -name '*.h' -or -name '*.cpp' | xargs sed -r -i 's@\(([A-Za-z0-9]+)\*\)@(\1 *)@g'
This seems to have caught some params as well which is not undesirable IMO.
It also caught some strings containing this which is undesirable so I
excluded them manually. (engines/sci/engine/kernel_tables.h)
drawChar is overloaded in FontSJIS. One takes a "Surface &" as first
parameter another one "void *", they furthermore have the exact same
number of required parameters. The one "void *" just had a few extra
parameters with default values. This resulted in a bug in SCUMM, where
"VirtScreen *" (a subclass of Surface) was passed instead of "VirtScreen &"
and thus the method taking "void *" was incorrectly used.
To make it easier to spot such bugs in the future I just removed the default
values and thus disallow such calls.
In EGA games a pixel in the framebuffer is only 4 bits. We store a full
byte per pixel to allow undithering, but when comparing pixels for
flood-fill purposes, we should only compare the visible color of a
pixel.
This fixes bug #3078365 in Iceman.
The Mac icon bar uses a palette from the executable and keeps those entries in the palette constantly.
In addition, we're now performing gamma correction on the Mac-based colors so that they are in the same gamma as SCI. The color matching now works with this and using the same color finding as the Mac Palette Manager.