Reply to Re: Dropping non-truecolor mode?
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OK, so another D-Mod to the list: Dink goes Boating. I hadn't played it extensively enough and didn't see it was using it
It's a simple color hue or greyscale, no problem to emulate that.
Btw I just found a bug in FreeDink - it supports palette switching using the old copy_bmp_to_screen() trick alright, but the later set_palette() didn't look in the right directory.
scratcher: are you talking about released D-Mods or local tests (wrt day/night, modified water...)?
Also, do you have an example of D-Mod exhibiting the white background issue?
I believe that would affect D-Mods released before 1.08, using 24-bit graphics, and played in truecolor - indeed.
That makes one more reason to keep paletted mode around, though it only require a work-around when loading the graphic, not when displaying it.

It's a simple color hue or greyscale, no problem to emulate that.
Btw I just found a bug in FreeDink - it supports palette switching using the old copy_bmp_to_screen() trick alright, but the later set_palette() didn't look in the right directory.
scratcher: are you talking about released D-Mods or local tests (wrt day/night, modified water...)?
Also, do you have an example of D-Mod exhibiting the white background issue?
I believe that would affect D-Mods released before 1.08, using 24-bit graphics, and played in truecolor - indeed.
That makes one more reason to keep paletted mode around, though it only require a work-around when loading the graphic, not when displaying it.