Closed winterheart closed 6 years ago
The draw_full_res_bm
function in tools.c
that the splash screens are drawing with has code to call those functions, but it crashes on the palfx_start_fade_up
line due to it trying to use memory that it already gave away. By keeping ahold of those bytes it doesn't crash, but it doesn't seem to do the fade up either, even when I explicitly call the advance_pal_fx
functions. Going to need more digging to get this to work.
Revived the palette based fades in this PR: https://github.com/Interrupt/systemshock/pull/133
According to code (DrawSplashScreen() in src/GameSrc/init.c) splash screens (Origin, LGS, SystemShock title) should fade in / fade out with palfx_start_fade_up()/finish_pal_effect().