With this fix to GameScript's graphic chip initialization, SchoolZone's colours are back to normal despite the new ink pipes tiles that use the same colour numbers as the browns used for "owl background". I thought at first that I was using a too small memory bank for extended palettes, but no. VRAM_E_LCD is 64K and … Continue reading Palettes fix
Category: palette
Release Checklist Time
Tomorrow is the yearly release day. I had hopes to come with a fully functional revamp of the "school zone, level 1" as initially drawn by Pierrick and Piet (aka Cyborg Jeff), but that's not yet possible. You still have the latest gameplay demo to try (3rd evolution since Christmas), I you really want to. … Continue reading Release Checklist Time
tint’m’up!
Avec les nouvelles version de SEDS et AnimEDS, je n'aurai plus à rougir de la variété des Koopa Troopa. Me voilà également capable de créer des personnages animés en changeant la teinte des différents sprites utilisés. Voilà qui complète agréablement les modifications apportées à mon éditeur de niveau début septembre. Je vais peut-être bien pouvoir … Continue reading tint’m’up!
pick a slot
I'd say "good. things are progressing" if that progress hadn't been done while I can't get due sleep, coughing and sneezing. Anyway, I'm done with some basic steps to confirm that a multi-slot palette can be loaded in AnimEDS. Much remains, that will need more lunch-thinking.[done] ensure multi-slot palettes are read correctly.[done] buttons to pick … Continue reading pick a slot
Multipalette de-briefing
I do want to have multi-palette in AnimEDS as well, so that you can tint your monsters and reuse e.g. the same sprite for Bilou's front and rear foot, or for Bilou and Pendats feet and hands. Right now, each foot sprite is cloned 4 times and I only have 1 monster so far ... … Continue reading Multipalette de-briefing
So many palettes!
This time, I do it the correct way: I start mapping which (hardware) palette is used where so that I can later properly track copies that goes on all over the place and figure out why I can't properly load/store palettes in that "multipal" update.Many of the operations you can do on the PaletteWindow actually … Continue reading So many palettes!
Let’s get cracking
Okay, hardware is restored, it's now time to merge summer experiments and converge towards a platform for more pixels, more animations, more levels and more monster design experiments ...[done] merge the 'z-order' branch back: it has proved it's a GoodThing[done] 4-palettes LEDS must be backward-compatible with one-palette spritesets[done] make sure we still see the background … Continue reading Let’s get cracking
First multi-palette LEDS screenshot
Si le post précédent vous a laissé avec des yeux grands comme des soucoupes, voici une petite image qui résume ce que donne le "multi-palette" hardware une fois ajouté à mon éditeur de niveau. Eh oui: les livres peuvent enfin avoir des couleurs différentes. Bon, on est encore loin du compte, parce que pour l'instant, … Continue reading First multi-palette LEDS screenshot
VRAM_E_LCD
I previously messed up with the sources of "Tetris Attack" to gain experience with DS development. Among the things Sten used, there was multi-palette display, using an extra bank of VRAM instead of the "regular" PALETTE_BG and PALETTE_SPRITE. videoSetMode(MODE_0_2D | DISPLAY_BG0_ACTIVE | /* the background */ // ... more settings DISPLAY_BG_EXT_PALETTE); // 128K vramSetBankA(VRAM_A_MAIN_BG); // … Continue reading VRAM_E_LCD
Devoir de Vacances…
Bon, on est encore loin d'avoir une "school zone demo" convaincante, mais au moins, la première vague d'upgrade des outils touche à sa fin. J'aimerais avoir pour la fin de l'été une démo avec Bilou converti en animation composite (plus ou moins indispensable, vu que j'ai déjà effacé son corps pour les étapes de marche, … Continue reading Devoir de Vacances…