I got tired with switching to 16 bit desktop to be able to run BTCOD in windowed mode. Check the youtube video.
More info:
http://malik-cjm.blo...-on-32-bit.html
Posted 26 November 2013 - 03:37 PM
I got tired with switching to 16 bit desktop to be able to run BTCOD in windowed mode. Check the youtube video.
More info:
http://malik-cjm.blo...-on-32-bit.html
Posted 30 November 2013 - 07:37 PM
Hey Kamil, great job - as always I love the look of the new console!
I'm really looking forward to seeing more from you. Just of curiosity, could you provide some information why the windowed mode only worked in 16bit color mode?
Thanks for everything!
PS: Maybe I'm wrong but shouldn't the command setActive(0) deselect the Green Beret?
Posted 30 November 2013 - 09:09 PM
Entire game works only in 16bit mode. It uses direct draw and creates direct draw surfaces using 16 bit color format. During startup game checks current desktop color format and if it's not 16 bit it just shutdown itself.
The trick is to have one 16 bit surface that is invisible, game draws on it, and another one which is 32 bit and visible. Each frame is converted from 16bit to 32bit. It's temporary workaround. My ultimate goal is to run this game in 32 bit mode. So one can use more colorful sprites and bitmaps.
You have a good eye. Yes, setActive(0) should deselect Green Beret. That was a bug and it's fixed now. As always it's still work in progress.
I'm using bitbucket as remote source code repository so if you have suggestions, ideas or comments just create new issue. https://bitbucket.or...ommandos/issues
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