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=== Add 16 / 24bit graphics support to game engines === | === Add 16 / 24bit graphics support to game engines === | ||
''Technical Contact'': [[User:Kirben|Travis Howell]], [[User:Sev|Eugene Sandulenko]] | ''Technical Contact'': [[User:Kirben|Travis Howell]], [[User:Sev|Eugene Sandulenko]], [[User:DrMcCoy|Sven Hesse]] | ||
''Background:'' | ''Background:'' | ||
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The [[SCUMM]] engine was originally developed for palette-based graphics. At version 6 it was forked by Humongous Entertainment, which extended it significantly. Their later games started to use 16bit graphics for backgrounds and actors. See [[Humongous Entertainment/Progress/16bits Support|here]] for more detailed information. | The [[SCUMM]] engine was originally developed for palette-based graphics. At version 6 it was forked by Humongous Entertainment, which extended it significantly. Their later games started to use 16bit graphics for backgrounds and actors. See [[Humongous Entertainment/Progress/16bits Support|here]] for more detailed information. | ||
Future games (The 11th Hour, Clandestiny, Tender Loving Care, Uncle Henry's Playhouse) using the [[Groovie]] game engine will require 16bit graphics too, and [[Urban Runner]] from the [[Gob]] game engine, requires 24bit graphics as well. | |||
This task requires good knowledge of C++, as we need a solution which will not clobber our code, | This task requires good knowledge of C++, as we need a solution which will not clobber our code, | ||
will have minimal impact on 8bit games, and can be optionally turned off at compilation stage. | will have minimal impact on 8bit games, and can be optionally turned off at compilation stage. | ||
The [http://quick.mixnmojo.com/demos/ffcovedemo.zip Freddi Fish 5 demo], [ftp://ftp.atari.com/demos/moonbase_commander/MoonBaseCommanderDemo.exe Moonbase Commander demo] and Urban Runner demo (videos only) could be used for testing, if you don't own any of the required games. | |||
=== Improve AGI engine === | === Improve AGI engine === |
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