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(jones/cd palette issue definitely solved, tried on wii) |
(japanese system font support now implemented) |
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*** kAssertPalette is used to make sure that the palette stays fixed to a custom palette number and is not affected by sprite palette. An example where this is utilized is QFG1VGA (for the day/night effects) | *** kAssertPalette is used to make sure that the palette stays fixed to a custom palette number and is not affected by sprite palette. An example where this is utilized is QFG1VGA (for the day/night effects) | ||
*** kPalVary is used for palette variation effects. An example is the first room of SQ5, when the simulator pod is lowered and Roger exits it. There is a palette variation (kPalVary) effect in that scene, where the initial red room palette slowly turns into the final blue palette. Currently, as a workaround, the final palette is set immediately | *** kPalVary is used for palette variation effects. An example is the first room of SQ5, when the simulator pod is lowered and Roger exits it. There is a palette variation (kPalVary) effect in that scene, where the initial red room palette slowly turns into the final blue palette. Currently, as a workaround, the final palette is set immediately | ||
** Scaling inside kAnimate - scaleSignal bit 1 triggers setting of scaleX/scaleY (animate.cpp) | ** Scaling inside kAnimate - scaleSignal bit 1 triggers setting of scaleX/scaleY (animate.cpp) | ||
** QuickTime videos for KQ6 CD Mac - assigned to clone2727 | ** QuickTime videos for KQ6 CD Mac - assigned to clone2727 |
edits