The ingame graphics use up 208 pixels out of 224. The top and bottom 8x8 pixel tile rows are left blank.
This commit emulates that. But actually it looks ugly, especially in windowed mode. On a TV screen of that era it was probably unnoticeable.
TODO: GET RID OF THIS COMMIT AND FIND ANOTHER SOLUTION
The first level will now load up when selecting 'start default party' and it is possible to walk around a bit. The Gui (playfield, compass, inventory) is still completely broken, but at least the level blocks and some of the decoration shapes are drawn correctly. Monsters will be drawn, but their anim frames are mixed up, so they will always face the wrong direction and cannot visibly attack.
- add support for the Sega Font and add text display methods at least for the sequence player
- finish sequence player (add all missing opcodes and other missing code portions)
- some improvement to the resource class
- some renaming and cleanup
This has become too fast for modern systems and needs an extra delay. Otherwise the screen shake won't be actually noticed.
There seem to be other issues with shakeScreen outside the Kyra code that have to be addressed separately (improper scaling of the shake offsets).
The assumption till now was that PC-9801 games in 16 color mode will always use text mode for text display. However, EOB1 uses text mode for intro and ending sequence and graphics mode for ingame.
Add new font variant for this and also do some cleanup, since the text displayer code really needs it.
(The problem is that at least 3 different Japanese publishers did the Japanese ports for the various games and every one of them did his own hacks for his specific target.)
Unfortunately I don't understand the reason for the PSP and OpenPandora failure. The (should be irrelevant) DarkmoonSequenceHelper changes are just a try...
- add warning for wrong font file: The German version of EOB II has a font file with more characters than the English version or the EOB I fonts. Users now get a warning/instruction if they have the wrong file.
- add translation support for all AmigaDOS font related warnings/errors
First efforts to get this running. The intro is shown with severe palette glitches. The Main Menu does not show, thanks to the lack of font drawing.
- implement endian aware stream wrapper for amiga files
- implement sound file handling
- implement some Amiga palette handling
- etc
Reorganize all files in sub directories. The file placement isn't as intuitive as it might be for other engines, which is probably the reason why this hasn't been done before.