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Sarien's ''hires'' mode causes some behavioural glitches, and should be removed in favour of leaving these Scale2x-style graphical enhancements to the ScummVM backends, especially since it can be made optional at that point. | Sarien's ''hires'' mode causes some behavioural glitches, and should be removed in favour of leaving these Scale2x-style graphical enhancements to the ScummVM backends, especially since it can be made optional at that point. | ||
The primary problem comes from [[AGI_Specifications/Overview#Priority|AGI's priority screens]], which control how the background scenery and the movable objects interact. For the uninitiated, you can think of it as a sort of "depth channel" (by analogy with an alpha channel). | The primary problem comes from [[AGI_Specifications/Overview#Priority|AGI's priority screens]], which control how the background scenery and the movable objects interact. For the uninitiated, you can think of it as a sort of "depth channel" (by analogy with an alpha channel). To add more complexity, [[AGI_Specifications/Overview#Control_lines|control lines]] are also drawn on the priority screen, and they are responsible for the demarcation of no-go areas and for triggering various events (opening automatic doors, triggering traps, etc.). | ||
AGI is a fairly touchy engine, and really requires pixel-perfect rendering internally; the ''hires'' mode thus causes a few problems. | AGI is a fairly touchy engine, and really requires pixel-perfect rendering internally; the ''hires'' mode thus causes a few problems, because it effectively smears the sharp borders that the rest of the AGI engine expects, leading to incorrect interpretation. | ||
Here's a couple of screenshots from Space Quest 2 to demonstrate the kind of things that go wrong: | Here's a couple of screenshots from Space Quest 2 to demonstrate the kind of things that go wrong: |
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