find attached a tarball containing my patch to crudely/partially enable
320x240 support.  inside you will find a patch against current svn trunk as
well as the following new files:

data/models-16.lua
data/gfx16/inventory.jpg
data/gfx16/menu_bg.jpg
data/gfx16/Makefile
data/gfx16/Makefile.am
data/gfx16/Makefile.in
data/gfx16/unavailable.png
data/gfx16/unknown.png
data/gfx16/solved.png
data/gfx16/thumbborder.png

you will also need to duplicate data/gfx32/*.png to data/gfx16/ scaled down
50%, I used imagemagick convert to do this:

cd data/gfx32; for i in *.png; do echo $i; convert -resize 50% $i
../gfx16/$i; done

And then 320x240 will be playable, if not pretty.  Some of the textual
screens (credits, help) have not been resized yet, but that is
inconsequential to gameplay.  More importantly, and the reason I ask for
help here, is that I cannot actually get the game to change into 320x240
mode.  It works if I edit my ~/.enigmarc.xml and set my video modes to
"-10-", but when I try to change to 320x240 from the options menu i end up
back in 640x480.  I got lost following all the sdl video mode validation
code, so I hope someone here can point out where I went wrong.

PS: some of my methods for deciding when to scale down are inconsistent,
because I did not want to use data not already available.  I used
vminfo.width in most places, but in some places that was lacking while
tt/vtt was not.

PPS: I am quite open to suggestions on better ways to handle the conditional
scaling.
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