fingolfin wrote:For example, the shelves on the left and right side of the room, if you look at their sides closely, then in the undithered version, they are clearly messed up -- the "L"-shaped light brown lines are merged in the undithered version, which looks wrong, while in the dithered version, it looks perfectly fine. As LogicDeluxe already pointed out, the big door in the middle also looks weird to me, just as the two small closets.
Like I said - those cels are getting undithered (which is not the same as undithering pictures) and in that case it doesn't work as its supposed to.
Until the "undithering" code becomes perfect (something I doubt will ever happen), I think we should let people choose to play as the game was published (and tested by its developers and artists).
I didn't know about those cels till now. I did the original heuristics for cel detection and undithering and it's not a real problem to tweak them slightly. Even if this wasn't possible one could still maintain a list of cels that need to get undithered.
Games like qfg1ega work already perfectly with unditherung enabled.
Also like [md5] already said: the unditherung doesn't affect the game at all.
Also there are 2 unditherings done. First the "undithering" of the actual background picture - that one will work at any times, because actually we just don't apply dithering instead of "undithering". Second the "undithering" of cels that are drawn on top of the background - that one needs to detect the cels that are supposed to be on top (only those, not actors) and also needs to really undither the cel data, cel data from sierra actually is already dithered, so this is not trivial at all.
If we only do the first, then some rooms won't look good (like in kq1 or in the intro selection of qfg1).