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(Added correction to 2007-06-30's text about Amiga AGI games' chosen buttons' text color.) |
(Added done work on 2007-07-04.) |
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** This wouldn't change the usability of the ScummVM's AGI engine from its current state. | ** This wouldn't change the usability of the ScummVM's AGI engine from its current state. | ||
** Probably a bit easier to implement than the former approach. | ** Probably a bit easier to implement than the former approach. | ||
== 2007-07-04 (Wednesday) - Investigating EGA & Amiga-ish palette & doing groundwork for implementing Amiga style menus == | |||
Took a look at the Amiga-ish palette (newPalette-array in engines/agi/graphics.cpp) and the | |||
normal EGA palette (egaPalette-array in engines/agi/graphics.cpp). Compared them a bit. | |||
Here's how they look: | |||
[[Image:scummvm-0.10.0-agi-palette_comparison.png|frame|center|EGA (Top) vs. Amiga-ish (Bottom) palette]] | |||
Here's only the EGA palette on its own as a 8x2 image (Scaled up by a factor of 40 for easier visibility), so one can more easily compare the different shades of similar colors: | |||
[[Image:scummvm-0.10.0-agi-egaPalette.png|frame|center|EGA palette (Top: Colors 0-7. Bottom: Colors 8-15)]] | |||
And here's the Amiga-ish palette on its own: | |||
[[Image:scummvm-0.10.0-agi-newPalette.png|frame|center|Amiga-ish palette (Top: Colors 0-7. Bottom: Colors 8-15)]] | |||
Pondered about the way to pass information to the drawButton-function in the AGI engine. Probably | |||
going to pass some struct to it that has info on what colors to use in which situation (e.g. use this | |||
color when a positive button is in focus, use this color when a negative button is unchosen etc). | |||
Consulted Sev about which way to go about the Amiga style menus and yes, I'm going to implement them by a | |||
little non-authenticity by using a border around the currently chosen button. This has the positive aspect | |||
of not altering the usability of ScummVM from its current state. |
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