Since Jody's 16bpp branch is really taking form now and the API is pretty much all there, I figured it was time to take a shot at Riven in 16bpp. After only a few minutes, I was able to convert Riven to using the new API. I'll give you a few comparison shots.
First, we have this lovely shot in the village on jungle island overlooking the lake. Note the lovely submarine in the upper right as well as the dock on the other side.
*waves the 16bpp wand*
And one more. This time of the submarine before you lower it. Note the malformed colors on both the submarine and the handle.
*does some more magic*
Now that's much better. The difference is quite apparent. Also, notice how the bottom is all black now. The black index in all the palettes differs. Not only that, but I would have to remap the images of the inventory on every card swap. The original game didn't work in 8bpp mode anyway, only 24bpp. 16bpp is good enough for now.
This is really only an experiment currently. But soon enough, it will pave the way for videos and the inventory. More posts soon, including that video I promised.
2 comments:
Cool, nice start.
Best to use PNG screenshots if you can. BMPs are completely uncompressed data, and very web-unfriendly.
ScummVM outputs BMP and I didn't feel like compressing to PNG.
Post a Comment