Conversation Between Blah and BluRose
Showing Visitor Messages 1 to 15 of 19
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November 12th, 2016 11:52 AMBluRoseokie~
thank you ! -
November 12th, 2016 10:19 AMBlahNope, it's a hook :o
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November 12th, 2016 9:51 AMBluRosereal quick question which you may or may not even know yourself; you may have not looked at it for a while
does your battle-by-turn routine take out all of the old turn resolutions? -
September 24th, 2016 1:47 PMBlahok lol :D
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September 24th, 2016 12:18 PMBluRose"worker ants"
ok mr., don't make me go all kirby on you >:^(
jk idc have a nice day -
September 20th, 2016 7:46 AMBlahNo problem, I'm happy to explain stuff :)
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September 20th, 2016 7:41 AMBluRoseoohhh that looks prettyyyyy
thanks for explaining ~ -
September 20th, 2016 7:39 AMBlah

Like this ^ -
September 19th, 2016 8:12 PMBluRoseoh, so it's not actually drawn all at once then
i got you~
by gradient effects, you mean things like grayscale and sepia then? -
September 19th, 2016 6:38 AMBlahYeah, the GBA is theoretically capable of displaying 41,120 colors for BGs and another 41,120 colors for Objects if the Hblank was used to set a new palette every line.
Here is a visual:

The GBA draws pixels onto the screen line by line starting at the top and working it's way down. At the end of a row of pixels, there is a short interval in which the GBA's not drawing anything to the screen, that's called the hblank. You can use the Hblank to perform short operations which affect the next line of pixels. Once a row of pixels are drawn on the screen, they're drawn, so their pallette won't be rechecked/refreshed until the next screen refresh. An example of this in the game is the HM flash effect. That dark circle is drawn by utilizing the Hblank, you'll notice it's not a BG or OAM affect :)
While it would be theoretically possible, each Hblank lasts a mere 272 CPU cycles, which doesn't allow for enough time to reassign the entire pal RAM (the absence of a GPU really hinders this kind of operation). Ideally, you'd want to have the pals stored in IWRAM and copied into PAL RAM with DMA, but even then the cost to move such a comparitively large amount of data is much more than 272 CPU cycles. You should be able to do things like gradient effects though, because that's just a mathematical manipulation. Additionally you can modify "Small" pallette portions without a problem (16-32 colors per Scanline is no issue). Much more than that starts to cause screen tearing and may affect the near 60 FPS the GBA offers. Though more often than not, games tend to sync their graphics with the Vblank which reduces the refresh rate anyways (Pokemon is no exception). -
September 18th, 2016 7:59 PMBluRosecontinuing stigma forum discussion, unless if you really don't want to talk in which case that's totally fine and you can just say so
another example to back you up would be pokémon_xy's implementation of a start menu clock
it's laggy af ahaha, but your example would probably like make it lag for a long time ahaha
and i'll agree with you on the most interesting functions being those that change the game's fundamental functions
also curious about this--you said 2(256 * 160) colors at once is the theoretical limit there?
how would previous lines keep their color with the palettes being switched out, replaced with the next line? or am i not understanding how the implementation would work (i'm understanding it as switching the palette out every line)? -
June 22nd, 2016 10:52 AMBlahI took a short break until the community hack would start. Though Christos's habitual slacking seemed to have leeched into that project as well.
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June 22nd, 2016 8:33 AMBluRoseThat's not necessarily important, though; it's understandable that this probably isn't a priority for you, haha~
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June 21st, 2016 5:53 AMBlahI've been doing well, though I haven't been doing anything in the hacking community unfortunately :P
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June 8th, 2016 11:25 AMBluRoseHow've you been, m80?


