The vestiges of flesh

Well, using the ad-hoc solution I described yesterday, I now have the SDL backend supporting (a very limited set of) pixelformat requests from engine codes.

And I’ve got the Scumm engine module making use of it.

Here’s a “before” and “after” set of the Humongous Interactive Catalog:

Catalog, rendered in 555RGB
Catalog, rendered in properly paletted CLUT8

Incidentally, because I had never actually tried the interactive catalog before having converted the backend to render in 555RGB, I never realized until taking these screenshots that those perfect circles on the left are actually horribly distorted ellipses, and therefore, even though I knew everything was rendering at half width, I somehow expected a result that looked a bit more like this:

And just to prove I haven’t broken 16-bit, here’s a screenshot of freddicove running in 16bit (RGB555) color, on the same build of ScummVM

Remember that screenshot back in my first progress update? …this is what it would look like now.

Of course, this is a ad-hoc, temporary solution. It’s not nearly as dirty a hack as my first modification to make the backend render as 16-bit, but still, I strongly doubt that it will be an acceptable final implementation.

Additionally, in its current state, there is absolutely no error checking or sanitizing, and the mouse cursor code is still using the temporary hack I mentioned three posts ago — not respecting or even checking the backend state at all.

But it’s still a start, and I’m still proud of it.