Menu

#432 ZAK256: Palette messed up

closed-fixed
Max Horn
Graphics (902)
5
2002-11-28
2002-08-26
Richard
No

using the latest daily snapshot from the cvs, i 've noticed
several problems with palette colors in zak256. this
happens for example in the seattle cave after the fire has
been ignited and you left and reentered the room or in
the several jungles in the game (mexico).

you can see a screenshot here:

http://domfree.de/trin/zak2.png

or another one showing the same problem while a fade
mode is active:

http://domfree.de/trin/zak1.png

Discussion

  • Richard

    Richard - 2002-08-26
     
  • Richard

    Richard - 2002-08-26

    Logged In: YES
    user_id=547613

    uploaded savegame

     
  • Richard

    Richard - 2002-08-26
     
  • Richard

    Richard - 2002-08-26

    another screen seattle cave

     
  • Richard

    Richard - 2002-08-27

    Logged In: YES
    user_id=547613

    uploaded all screens to sourceforge, i will delete the ones on
    my domain. so the links above will not work, use the
    attachments below.

     
  • James Brown

    James Brown - 2002-09-29
    • assigned_to: nobody --> ender
     
  • James Brown

    James Brown - 2002-09-29

    Logged In: YES
    user_id=2715

    Does this still occur?

    If so, please upload a save-game from a newer snapshot, as Zak256 save
    compatability was broken some time ago.

    Please upload a saved game both BEFORE the problem, and AFTER/during
    the problem.

    Cheers.

     
  • Richard

    Richard - 2002-09-29

    walk into the cave, light the fire, the exit the cave and enter it again

     
  • Richard

    Richard - 2002-09-29

    Logged In: YES
    user_id=547613

    yes the problem still occurs.

     
  • Richard

    Richard - 2002-09-29

    after the palette messed up

     
  • James Brown

    James Brown - 2002-09-30

    Logged In: YES
    user_id=2715

    I can't do anything without the two saved games as mentioned below...
    without those I'll have to close this bug.

     
  • Nobody/Anonymous

    Logged In: NO

    endy if you whould read this bug report more carefully, you
    whould have noticed that i attached two savegames
    yesterday.

     
  • Torbjörn Andersson

    Logged In: YES
    user_id=577918

    I don't think the MI1VGA palette bug (I assume that's the
    one fingolfin meant) is related to this, because that one
    should only affect near-white colours, and the ones that are
    wrong in that screen shot look like they should be dark or
    medium.

    This is just a wild guess, but does Zak256 use o5_roomOps(),
    opcode 2 (room color)? I'm wondering because that code looks
    wrong to me. At the moment, it does

    _currentPalette[a] = b;
    fullRedraw = 1;

    That is, it sets one colour component of one colour. It
    seems more likely to me that it should be

    _shadowPalette[a] = b;
    setDirtyColors(a, a);

    Or possibly

    _shadowPalette[b] = a;
    setDirtyColors(b, b);

    But I don't own Zak256, so I can't try this myself.

     
  • Max Horn

    Max Horn - 2002-11-28
    • status: open --> closed
     
  • Max Horn

    Max Horn - 2002-11-28

    Logged In: YES
    user_id=12935

    You were on the right track Erik, but the fix is actually to use
    copyPalColor(a, b);
    I guess the original game was using EGA colors I guess, and
    palette entries were only 8 bits big (2+3+2 format).
    Anyway, with that change it works just fine.

     
  • Max Horn

    Max Horn - 2002-11-28
    • assigned_to: ender --> fingolfin
    • status: closed --> closed-fixed
     
  • Torbjörn Andersson

    Logged In: YES
    user_id=577918

    Oh well, pretty close. :-)

    Is the _fullRedraw = 1 really needed though? I would have
    thought the standard "dirty colours" mechanism would have
    been enough.

     
MongoDB Logo MongoDB