Alrighty, it's that time again for the weekly-ish update. First off, I'm back after a bit of an abrupt absence. Took me a bit to get back into the ropes of things but here I am again. Woo.
First matter of business, the Day/Night system. I've officially dubbed it "Wizard", because with this system a palette is never late, nor is it early; it arrives precisely when it needs to. As such, here's some good news in regards to Wizard. First off, the gradient system is pretty much in 100% for maps and overworlds, and it looks great. I also managed to get the color algorithm optimized enough so that it doesn't cause any lag while switching maps, at a slight cost of inaccuracy in color mixing (Luckily it's not too bad a difference though).
Also, on another note, I fixed the issues with grass animations (and other things like footsteps, hopping, etc). Turns out all those effects use the same B/W palette loader that I used to hook for my color mixing, so all it took was a slight modification to the existing routine and it worked:
So basically all that's left is for me to do a few tweaks to the system for accuracy (ie no tinting indoors and restoring the existing palette tints like black/white and sepia), battle backgrounds, and a UI for MEH to wrap it all up. After I get the initial UI done, the Emerald port will begin, which I'm hoping won't be too difficult but I could be wrong, since Emerald doesn't seem to have the same hooks as Fire Red for black/white stuff.
In regards to battle backgrounds, what do you guys want for that? I don't think color tinting would work all too well with battle backgrounds (although I can give it a shot), so I was thinking of having 4 specific time-of-day battle backgrounds, and then a slight color tint on the Pokemon sprites so that they aren't glaringly bright.