Open main menu

Difference between revisions of "User:Buddha^/GSoC2007-ProjectDiary"

Added done work on 2007-07-04.
(Added correction to 2007-06-30's text about Amiga AGI games' chosen buttons' text color.)
(Added done work on 2007-07-04.)
Line 456: Line 456:
** 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.
417

edits