English versions usually run in a 320 x 240 resolution in ScummVM.
The original interpreter uses 640 x 480. It has a unique pause/restart
banner that we cannot display in 320 x 240. So that is really the only
reason for adding this option.
MI1 Amiga does set up the shadow palette at the beginning
and also updates it from o5_roomOps()[SO_ROOM_PALETTE].
But it never actually applies any use of the shadow palette when
doing screen palette adjustments. I've also confirmed that the
shadow is ignored in DOS CGA and Hercules mode.
(fix bug #14618: Inaccurate fades in INDY4, "Test 1")
This part of the bug ticket is not about fades. The reason
for the glitch is that the driver has no unused channels left
and the newer allocation mechanism is not able to free up
some of the used channels here.
Perhaps this will finally fix the screen corruption bug I've been seeing
occasionally in Mac Indy 3? That seemed to happen because the screen was
changing while the game was paused, after the Window manager had made a
copy of the current screen.
All access to the Mac font manager is now done through _macGui, and even
that doesn't have its own instance of it since it's part of the Mac
window manager.
This should provide more accurate and feature complete
sound than the existing player (which is still there, just
disabled). I haven't implemented a proper quality selection
method yet.
Instead of using matchString(), simply check the baseName() of the game.
This is a bit more strict than before, but matches the documentation so
that should be ok.
The idea here is to expose a much smaller part of the MacGui headers to
the SCUMM engine, but introducing a new class that simply relays calls
to the actual Mac GUI. I hope this will allow me to further untangle
things.
This is the first, and so far only, widget that doesn't correspond
directly to a single dialog item. Instead, it combines two picture
widgets (which are made invisible to keep them out of the way), neatly
solving my problem with keeping track of the background under the slider
handle.
Also rewrote the Mac dialog event loop for better accuracy (it is now
possible to click and hold down the mouse over a widget, move the mouse
out of it, and then move it back it again), and - hopefully - improved
flexibility.
Plus some other minor cleanups along the way.
Also, make the box draggable like in the original. As an enhancement,
allow the box to be dragged to any X coordinate, not just ones on
16-pixel boundaries. The original allowed you to drag it all the way to
the top of the game area, but this interfers with the auto-appearing
menu so don't allow that.
My goal right now is to move all font drawing that isn't explicitly
handled by scripts into the Mac GUI. The Indy 3 speech boxes will
probably be moved into the Mac GUI as well, since they're a bit special.
This means the charset class will only have to keep track of the game
font, which will remove some odd special cases.
If we show the "Audio files compressed with ScummVM Tools were detected"
message, we are in the middle of initialization. If a user tries to
launch the GMM while the message is still on, it will lead to a crash.