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(qfg1ega more information about graphic issue) |
(qfg1ega issue solved) |
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* KQ6 floppy: Cel colors are wrong in the opening sequence after a SEQ video is played. Seems to be related with a screen transition effect - seems also got fixed by the palette commit (see jones/cd palette problem) | * KQ6 floppy: Cel colors are wrong in the opening sequence after a SEQ video is played. Seems to be related with a screen transition effect - seems also got fixed by the palette commit (see jones/cd palette problem) | ||
* KQ6 hires: character portraits are not erased properly. The engine scripts are asking to save/restore a smaller area than the one drawn on screen | * KQ6 hires: character portraits are not erased properly. The engine scripts are asking to save/restore a smaller area than the one drawn on screen | ||
* LB2: The credits windows (about screen from the options menu) are incorrectly drawn above the character sprites | * LB2: The credits windows (about screen from the options menu) are incorrectly drawn above the character sprites | ||
* LSL1 (new graphics code regression): doors at the casino wont open. A workaround is in place till the actual issue is found. Issue seems to be caused by signal of the door set too late or kAnimate being call too few times. If you move the .doit calling code to the end of kAnimate door will open. It may be caused by VM actually. Old graphics code worked fine, because kAnimate was differently implemented | * LSL1 (new graphics code regression): doors at the casino wont open. A workaround is in place till the actual issue is found. Issue seems to be caused by signal of the door set too late or kAnimate being call too few times. If you move the .doit calling code to the end of kAnimate door will open. It may be caused by VM actually. Old graphics code worked fine, because kAnimate was differently implemented |
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