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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef GRAPHICS_MACEGA_H
#define GRAPHICS_MACEGA_H
namespace Graphics {
// Each color has its own 2x2 dithering pattern. This array remaps them to the
// color indexes for black and white. The order of the pixels is upper left,
// upper right, lower left, lower right. I don't know if this is the standard
// method, but it does seem to be what LucasArts used so maybe it's useful for
// other games as well.
//
// One obvious candidate would be the Mac AGI games, though looking at
// screenshots makes me suspect that they used 3x2 pixels for each color.
const byte macEGADither[16][4] = {
{ 0, 0, 0, 0 }, // Black
{ 0, 0, 0, 15 }, // Blue
{ 0, 0, 15, 0 }, // Green
{ 0, 0, 15, 15 }, // Cyan
{ 0, 15, 0, 0 }, // Red
{ 0, 15, 0, 15 }, // Magenta
{ 0, 15, 15, 0 }, // Brown
{ 0, 15, 15, 15 }, // Light Gray
{ 15, 0, 0, 0 }, // Dark Gray
{ 15, 0, 0, 15 }, // Bright Blue
{ 15, 0, 15, 0 }, // Bright Green
{ 15, 0, 15, 15 }, // Bright Cyan
{ 15, 15, 0, 0 }, // Bright Red
{ 15, 15, 0, 15 }, // Bright Magenta
{ 15, 15, 15, 0 }, // Bright Yellow
{ 15, 15, 15, 15 } // White
};
} // end of namespace Graphics
#endif // GRAPHICS_MACEGA_H
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