…which should put this blog entry far beyond 10 000 words. There has been a bit of progress with the Wintermute-engine, preliminary support for graphics, sound and I/O is in place, but it is far from perfect, or finished in any way, shape or form.
One of the things I did quite early, was to try to use the ScummVM-image loaders, as opposed to the SDL2-code that was used already in WME Lite, I made that kind of work, but transparency proved problematic for now. I picked the game Dirty Split as a test case for the moment, here is how it looks:
The reason for all those interesting artifacts, is mainly that I only added a quick-fix for the colour-keyed transparency, but didn’t do anything for the alpha-channel stuff yet. Keen eyes might also notice that the character is a lot bigger in ScummVM, although this is the very same scene, with no movement done yet. This is another case of missing features, right now any bitmap that asks to be drawn, is drawn at it’s full size, no matter what it actually says about the wanted size. This gives a few rather odd behaviours at the moment, as for instance, walking away from the screen isn’t really obvious:
Clearly, the model’s need to scale appropriately, but, atleast input works well enough to get the character to move over there. The action-menu for Dirty Split reveals a few more of the transparency-quirks: