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Tool: My True worth (will need +25 infractions for this)

17
Posts
16
Years
  • Seen Mar 29, 2016
Time that everyone sees how worthless I really am. I try to help others only to hurt them, btw, I have begun on adding color support to ClassicMap, but knowing that everything I do is pointless, I will just simply leave behind my c# SGBPal class for all to work with themselves, request permaban and leave (and then I shall be hated as things should be due to my autism)

Code:
    public class SGBPal
    {
        private byte[] buffer;
        private ushort[] colors;
        private Color[] wincolors;
        private ushort temp1;
        private ushort temp2;
        protected int red;
        protected int green;
        protected int blue;
        protected int alpha;
        public Color TransColor
        {
            get
            {
                temp1 = buffer[1];
                temp2 = buffer[0];
                temp2 = (ushort)(temp2 * 256);
                temp1 = (ushort)(temp1 + temp2);
                red = temp1 & 0x1F;
                green = (temp1 & 0x3E0) / 32;
                blue = (temp1 & 0x7C00) / 1024;
                alpha = 31;
                red = red * 8;
                green = green * 8;
                blue = blue * 8;
                alpha = alpha * 8;
                wincolors[0] = Color.FromArgb(alpha, red, green, blue);
                return wincolors[0];
            }
            set
            {
                wincolors[0] = value;
                red = wincolors[0].R / 8;
                green = wincolors[0].G / 8;
                blue = wincolors[0].B / 8;
                temp1 = (ushort)blue;
                temp1 = (ushort)((temp1 * 32) + green);
                temp1 = (ushort)((temp1 * 32) + red);
                temp2 = (ushort)(temp1 & 0xFF);
                temp1 = (ushort)((temp1 & 0xFF00) / 256);
                buffer[0] = (byte)temp1;
                buffer[1] = (byte)temp2;
            }
        }
        public Color Color1
        {
            get
            {
                temp1 = buffer[3];
                temp2 = buffer[2];
                temp2 = (ushort)(temp2 * 256);
                temp1 = (ushort)(temp1 + temp2);
                red = temp1 & 0x1F;
                green = (temp1 & 0x3E0) / 32;
                blue = (temp1 & 0x7C00) / 1024;
                alpha = 31;
                red = red * 8;
                green = green * 8;
                blue = blue * 8;
                alpha = alpha * 8;
                wincolors[1] = Color.FromArgb(alpha, red, green, blue);
                return wincolors[1];
            }
            set
            {
                wincolors[1] = value;
                red = wincolors[1].R / 8;
                green = wincolors[1].G / 8;
                blue = wincolors[1].B / 8;
                temp1 = (ushort)blue;
                temp1 = (ushort)((temp1 * 32) + green);
                temp1 = (ushort)((temp1 * 32) + red);
                temp2 = (ushort)(temp1 & 0xFF);
                temp1 = (ushort)((temp1 & 0xFF00) / 256);
                buffer[2] = (byte)temp1;
                buffer[3] = (byte)temp2;
            }
        }
        public Color Color2
        {
            get
            {
                temp1 = buffer[5];
                temp2 = buffer[4];
                temp2 = (ushort)(temp2 * 256);
                temp1 = (ushort)(temp1 + temp2);
                red = temp1 & 0x1F;
                green = (temp1 & 0x3E0) / 32;
                blue = (temp1 & 0x7C00) / 1024;
                alpha = 31;
                red = red * 8;
                green = green * 8;
                blue = blue * 8;
                alpha = alpha * 8;
                wincolors[2] = Color.FromArgb(alpha, red, green, blue);
                return wincolors[2];
            }
            set
            {
                wincolors[2] = value;
                red = wincolors[2].R / 8;
                green = wincolors[2].G / 8;
                blue = wincolors[2].B / 8;
                temp1 = (ushort)blue;
                temp1 = (ushort)((temp1 * 32) + green);
                temp1 = (ushort)((temp1 * 32) + red);
                temp2 = (ushort)(temp1 & 0xFF);
                temp1 = (ushort)((temp1 & 0xFF00) / 256);
                buffer[4] = (byte)temp1;
                buffer[5] = (byte)temp2;
            }
        }
        public Color Color3
        {
            get
            {
                temp1 = buffer[7];
                temp2 = buffer[6];
                temp2 = (ushort)(temp2 * 256);
                temp1 = (ushort)(temp1 + temp2);
                red = temp1 & 0x1F;
                green = (temp1 & 0x3E0) / 32;
                blue = (temp1 & 0x7C00) / 1024;
                alpha = 31;
                red = red * 8;
                green = green * 8;
                blue = blue * 8;
                alpha = alpha * 8;
                wincolors[3] = Color.FromArgb(alpha, red, green, blue);
                return wincolors[3];
            }
            set
            {
                wincolors[3] = value;
                red = wincolors[3].R / 8;
                green = wincolors[3].G / 8;
                blue = wincolors[3].B / 8;
                temp1 = (ushort)blue;
                temp1 = (ushort)((temp1 * 32) + green);
                temp1 = (ushort)((temp1 * 32) + red);
                temp2 = (ushort)(temp1 & 0xFF);
                temp1 = (ushort)((temp1 & 0xFF00) / 256);
                buffer[6] = (byte)temp1;
                buffer[7] = (byte)temp2;
            }
        }
        public void FillBuffer(byte[] bufferdata)
        {
            buffer = bufferdata;
        }

        public byte[] GetBuffer()
        {
            return buffer;
        }

        public void SGBPal(byte[] bufferdata)
        {
            buffer = bufferdata;
        }

        public void SGBPal()
        {
            buffer[0] = 0;
            buffer[1] = 0;
            buffer[2] = 0;
            buffer[3] = 0;
            buffer[4] = 0;
            buffer[5] = 0;
            buffer[6] = 0;
            buffer[7] = 0;
        }

        public void SGBPal(Color Trans, Color c1, Color c2, Color c3)
        {
            wincolors[0] = Trans;
            wincolors[1] = c1;
            wincolors[2] = c2;
            wincolors[3] = c3;
            red = wincolors[0].R / 8;
            green = wincolors[0].G / 8;
            blue = wincolors[0].B / 8;
            temp1 = (ushort)blue;
            temp1 = (ushort)((temp1 * 32) + green);
            temp1 = (ushort)((temp1 * 32) + red);
            temp2 = (ushort)(temp1 & 0xFF);
            temp1 = (ushort)((temp1 & 0xFF00) / 256);
            buffer[0] = (byte)temp1;
            buffer[1] = (byte)temp2;
            red = wincolors[1].R / 8;
            green = wincolors[1].G / 8;
            blue = wincolors[1].B / 8;
            temp1 = (ushort)blue;
            temp1 = (ushort)((temp1 * 32) + green);
            temp1 = (ushort)((temp1 * 32) + red);
            temp2 = (ushort)(temp1 & 0xFF);
            temp1 = (ushort)((temp1 & 0xFF00) / 256);
            buffer[2] = (byte)temp1;
            buffer[3] = (byte)temp2;
            red = wincolors[2].R / 8;
            green = wincolors[2].G / 8;
            blue = wincolors[2].B / 8;
            temp1 = (ushort)blue;
            temp1 = (ushort)((temp1 * 32) + green);
            temp1 = (ushort)((temp1 * 32) + red);
            temp2 = (ushort)(temp1 & 0xFF);
            temp1 = (ushort)((temp1 & 0xFF00) / 256);
            buffer[4] = (byte)temp1;
            buffer[5] = (byte)temp2;
            red = wincolors[3].R / 8;
            green = wincolors[3].G / 8;
            blue = wincolors[3].B / 8;
            temp1 = (ushort)blue;
            temp1 = (ushort)((temp1 * 32) + green);
            temp1 = (ushort)((temp1 * 32) + red);
            temp2 = (ushort)(temp1 & 0xFF);
            temp1 = (ushort)((temp1 & 0xFF00) / 256);
            buffer[6] = (byte)temp1;
            buffer[7] = (byte)temp2;
        }

        public void SGBPal(byte byte1, byte byte2, byte byte3, byte byte4, byte byte5, byte byte6, byte byte7, byte byte8)
        {
            buffer[0] = byte1;
            buffer[1] = byte2;
            buffer[2] = byte3;
            buffer[3] = byte4;
            buffer[4] = byte5;
            buffer[5] = byte6;
            buffer[6] = byte7;
            buffer[7] = byte8;
        }

    };
 

Sierraffinity

Desperately trying to retire from ROM hacking
1,069
Posts
16
Years
I assume this is for a Super Gameboy border for use on the Super Gameboy?
Actually, no, what he was doing was adding color support from the SGB to ClassicMap.

To kram: You are not worthless. Look what you're doing for the community by writing color support for ClassicMap, and everything else you've been doing for hacking! And with autism, too! For that, I applaud you.

Please don't leave the community. We need people like you that actually want to go and try doing things, no matter the obstacles.
 

Platinum Lucario

The Legendary Master of [color=#D8D48C]Light[/colo
1,607
Posts
16
Years
Time that everyone sees how worthless I really am. I try to help others only to hurt them, btw, I have begun on adding color support to ClassicMap, but knowing that everything I do is pointless, I will just simply leave behind my c# SGBPal class for all to work with themselves, request permaban and leave (and then I shall be hated as things should be due to my autism)

Code:
    public class SGBPal
    {
        private byte[] buffer;
        private ushort[] colors;
        private Color[] wincolors;
        private ushort temp1;
        private ushort temp2;
        protected int red;
        protected int green;
        protected int blue;
        protected int alpha;
        public Color TransColor
        {
            get
            {
                temp1 = buffer[1];
                temp2 = buffer[0];
                temp2 = (ushort)(temp2 * 256);
                temp1 = (ushort)(temp1 + temp2);
                red = temp1 & 0x1F;
                green = (temp1 & 0x3E0) / 32;
                blue = (temp1 & 0x7C00) / 1024;
                alpha = 31;
                red = red * 8;
                green = green * 8;
                blue = blue * 8;
                alpha = alpha * 8;
                wincolors[0] = Color.FromArgb(alpha, red, green, blue);
                return wincolors[0];
            }
            set
            {
                wincolors[0] = value;
                red = wincolors[0].R / 8;
                green = wincolors[0].G / 8;
                blue = wincolors[0].B / 8;
                temp1 = (ushort)blue;
                temp1 = (ushort)((temp1 * 32) + green);
                temp1 = (ushort)((temp1 * 32) + red);
                temp2 = (ushort)(temp1 & 0xFF);
                temp1 = (ushort)((temp1 & 0xFF00) / 256);
                buffer[0] = (byte)temp1;
                buffer[1] = (byte)temp2;
            }
        }
        public Color Color1
        {
            get
            {
                temp1 = buffer[3];
                temp2 = buffer[2];
                temp2 = (ushort)(temp2 * 256);
                temp1 = (ushort)(temp1 + temp2);
                red = temp1 & 0x1F;
                green = (temp1 & 0x3E0) / 32;
                blue = (temp1 & 0x7C00) / 1024;
                alpha = 31;
                red = red * 8;
                green = green * 8;
                blue = blue * 8;
                alpha = alpha * 8;
                wincolors[1] = Color.FromArgb(alpha, red, green, blue);
                return wincolors[1];
            }
            set
            {
                wincolors[1] = value;
                red = wincolors[1].R / 8;
                green = wincolors[1].G / 8;
                blue = wincolors[1].B / 8;
                temp1 = (ushort)blue;
                temp1 = (ushort)((temp1 * 32) + green);
                temp1 = (ushort)((temp1 * 32) + red);
                temp2 = (ushort)(temp1 & 0xFF);
                temp1 = (ushort)((temp1 & 0xFF00) / 256);
                buffer[2] = (byte)temp1;
                buffer[3] = (byte)temp2;
            }
        }
        public Color Color2
        {
            get
            {
                temp1 = buffer[5];
                temp2 = buffer[4];
                temp2 = (ushort)(temp2 * 256);
                temp1 = (ushort)(temp1 + temp2);
                red = temp1 & 0x1F;
                green = (temp1 & 0x3E0) / 32;
                blue = (temp1 & 0x7C00) / 1024;
                alpha = 31;
                red = red * 8;
                green = green * 8;
                blue = blue * 8;
                alpha = alpha * 8;
                wincolors[2] = Color.FromArgb(alpha, red, green, blue);
                return wincolors[2];
            }
            set
            {
                wincolors[2] = value;
                red = wincolors[2].R / 8;
                green = wincolors[2].G / 8;
                blue = wincolors[2].B / 8;
                temp1 = (ushort)blue;
                temp1 = (ushort)((temp1 * 32) + green);
                temp1 = (ushort)((temp1 * 32) + red);
                temp2 = (ushort)(temp1 & 0xFF);
                temp1 = (ushort)((temp1 & 0xFF00) / 256);
                buffer[4] = (byte)temp1;
                buffer[5] = (byte)temp2;
            }
        }
        public Color Color3
        {
            get
            {
                temp1 = buffer[7];
                temp2 = buffer[6];
                temp2 = (ushort)(temp2 * 256);
                temp1 = (ushort)(temp1 + temp2);
                red = temp1 & 0x1F;
                green = (temp1 & 0x3E0) / 32;
                blue = (temp1 & 0x7C00) / 1024;
                alpha = 31;
                red = red * 8;
                green = green * 8;
                blue = blue * 8;
                alpha = alpha * 8;
                wincolors[3] = Color.FromArgb(alpha, red, green, blue);
                return wincolors[3];
            }
            set
            {
                wincolors[3] = value;
                red = wincolors[3].R / 8;
                green = wincolors[3].G / 8;
                blue = wincolors[3].B / 8;
                temp1 = (ushort)blue;
                temp1 = (ushort)((temp1 * 32) + green);
                temp1 = (ushort)((temp1 * 32) + red);
                temp2 = (ushort)(temp1 & 0xFF);
                temp1 = (ushort)((temp1 & 0xFF00) / 256);
                buffer[6] = (byte)temp1;
                buffer[7] = (byte)temp2;
            }
        }
        public void FillBuffer(byte[] bufferdata)
        {
            buffer = bufferdata;
        }

        public byte[] GetBuffer()
        {
            return buffer;
        }

        public void SGBPal(byte[] bufferdata)
        {
            buffer = bufferdata;
        }

        public void SGBPal()
        {
            buffer[0] = 0;
            buffer[1] = 0;
            buffer[2] = 0;
            buffer[3] = 0;
            buffer[4] = 0;
            buffer[5] = 0;
            buffer[6] = 0;
            buffer[7] = 0;
        }

        public void SGBPal(Color Trans, Color c1, Color c2, Color c3)
        {
            wincolors[0] = Trans;
            wincolors[1] = c1;
            wincolors[2] = c2;
            wincolors[3] = c3;
            red = wincolors[0].R / 8;
            green = wincolors[0].G / 8;
            blue = wincolors[0].B / 8;
            temp1 = (ushort)blue;
            temp1 = (ushort)((temp1 * 32) + green);
            temp1 = (ushort)((temp1 * 32) + red);
            temp2 = (ushort)(temp1 & 0xFF);
            temp1 = (ushort)((temp1 & 0xFF00) / 256);
            buffer[0] = (byte)temp1;
            buffer[1] = (byte)temp2;
            red = wincolors[1].R / 8;
            green = wincolors[1].G / 8;
            blue = wincolors[1].B / 8;
            temp1 = (ushort)blue;
            temp1 = (ushort)((temp1 * 32) + green);
            temp1 = (ushort)((temp1 * 32) + red);
            temp2 = (ushort)(temp1 & 0xFF);
            temp1 = (ushort)((temp1 & 0xFF00) / 256);
            buffer[2] = (byte)temp1;
            buffer[3] = (byte)temp2;
            red = wincolors[2].R / 8;
            green = wincolors[2].G / 8;
            blue = wincolors[2].B / 8;
            temp1 = (ushort)blue;
            temp1 = (ushort)((temp1 * 32) + green);
            temp1 = (ushort)((temp1 * 32) + red);
            temp2 = (ushort)(temp1 & 0xFF);
            temp1 = (ushort)((temp1 & 0xFF00) / 256);
            buffer[4] = (byte)temp1;
            buffer[5] = (byte)temp2;
            red = wincolors[3].R / 8;
            green = wincolors[3].G / 8;
            blue = wincolors[3].B / 8;
            temp1 = (ushort)blue;
            temp1 = (ushort)((temp1 * 32) + green);
            temp1 = (ushort)((temp1 * 32) + red);
            temp2 = (ushort)(temp1 & 0xFF);
            temp1 = (ushort)((temp1 & 0xFF00) / 256);
            buffer[6] = (byte)temp1;
            buffer[7] = (byte)temp2;
        }

        public void SGBPal(byte byte1, byte byte2, byte byte3, byte byte4, byte byte5, byte byte6, byte byte7, byte byte8)
        {
            buffer[0] = byte1;
            buffer[1] = byte2;
            buffer[2] = byte3;
            buffer[3] = byte4;
            buffer[4] = byte5;
            buffer[5] = byte6;
            buffer[6] = byte7;
            buffer[7] = byte8;
        }

    };

You're a very intelligent person and you know alot about programming, more than me to be honest. To be honest, I only know little about Visual Studio and I intend to learn more about it.

You are not worthless, I see no point in leaving. If you stayed, then I'm sure many other people could at least help you, even I can help you. ^^ I can see how some people put others down and all that, I wish they could be more informative about it. D:

You're not the only person with autism, I have autism as well. It went really badly from when I first started and I gradually became more social and open towards others over the years, so I learned how to control it. There is only one thing that prevents an autistic person from learning... and that is none other than stress (including from reality as well).

And about the program... I guess we can continue were you left off at with the wonderful program you created, which is ClassicMap. If you never return to PC, then I'm sure one of us will add in the SGB colour palette into ClassicMap.

Oh and please come back... we all really do miss you keeping the project alive.
 

RHIOneAlbum

Banned
214
Posts
12
Years
Time that everyone sees how worthless I really am. I try to help others only to hurt them, btw, I have begun on adding color support to ClassicMap, but knowing that everything I do is pointless, I will just simply leave behind my c# SGBPal class for all to work with themselves, request permaban and leave (and then I shall be hated as things should be due to my autism)

Code:
    public class SGBPal
    {
        private byte[] buffer;
        private ushort[] colors;
        private Color[] wincolors;
        private ushort temp1;
        private ushort temp2;
        protected int red;
        protected int green;
        protected int blue;
        protected int alpha;
        public Color TransColor
        {
            get
            {
                temp1 = buffer[1];
                temp2 = buffer[0];
                temp2 = (ushort)(temp2 * 256);
                temp1 = (ushort)(temp1 + temp2);
                red = temp1 & 0x1F;
                green = (temp1 & 0x3E0) / 32;
                blue = (temp1 & 0x7C00) / 1024;
                alpha = 31;
                red = red * 8;
                green = green * 8;
                blue = blue * 8;
                alpha = alpha * 8;
                wincolors[0] = Color.FromArgb(alpha, red, green, blue);
                return wincolors[0];
            }
            set
            {
                wincolors[0] = value;
                red = wincolors[0].R / 8;
                green = wincolors[0].G / 8;
                blue = wincolors[0].B / 8;
                temp1 = (ushort)blue;
                temp1 = (ushort)((temp1 * 32) + green);
                temp1 = (ushort)((temp1 * 32) + red);
                temp2 = (ushort)(temp1 & 0xFF);
                temp1 = (ushort)((temp1 & 0xFF00) / 256);
                buffer[0] = (byte)temp1;
                buffer[1] = (byte)temp2;
            }
        }
        public Color Color1
        {
            get
            {
                temp1 = buffer[3];
                temp2 = buffer[2];
                temp2 = (ushort)(temp2 * 256);
                temp1 = (ushort)(temp1 + temp2);
                red = temp1 & 0x1F;
                green = (temp1 & 0x3E0) / 32;
                blue = (temp1 & 0x7C00) / 1024;
                alpha = 31;
                red = red * 8;
                green = green * 8;
                blue = blue * 8;
                alpha = alpha * 8;
                wincolors[1] = Color.FromArgb(alpha, red, green, blue);
                return wincolors[1];
            }
            set
            {
                wincolors[1] = value;
                red = wincolors[1].R / 8;
                green = wincolors[1].G / 8;
                blue = wincolors[1].B / 8;
                temp1 = (ushort)blue;
                temp1 = (ushort)((temp1 * 32) + green);
                temp1 = (ushort)((temp1 * 32) + red);
                temp2 = (ushort)(temp1 & 0xFF);
                temp1 = (ushort)((temp1 & 0xFF00) / 256);
                buffer[2] = (byte)temp1;
                buffer[3] = (byte)temp2;
            }
        }
        public Color Color2
        {
            get
            {
                temp1 = buffer[5];
                temp2 = buffer[4];
                temp2 = (ushort)(temp2 * 256);
                temp1 = (ushort)(temp1 + temp2);
                red = temp1 & 0x1F;
                green = (temp1 & 0x3E0) / 32;
                blue = (temp1 & 0x7C00) / 1024;
                alpha = 31;
                red = red * 8;
                green = green * 8;
                blue = blue * 8;
                alpha = alpha * 8;
                wincolors[2] = Color.FromArgb(alpha, red, green, blue);
                return wincolors[2];
            }
            set
            {
                wincolors[2] = value;
                red = wincolors[2].R / 8;
                green = wincolors[2].G / 8;
                blue = wincolors[2].B / 8;
                temp1 = (ushort)blue;
                temp1 = (ushort)((temp1 * 32) + green);
                temp1 = (ushort)((temp1 * 32) + red);
                temp2 = (ushort)(temp1 & 0xFF);
                temp1 = (ushort)((temp1 & 0xFF00) / 256);
                buffer[4] = (byte)temp1;
                buffer[5] = (byte)temp2;
            }
        }
        public Color Color3
        {
            get
            {
                temp1 = buffer[7];
                temp2 = buffer[6];
                temp2 = (ushort)(temp2 * 256);
                temp1 = (ushort)(temp1 + temp2);
                red = temp1 & 0x1F;
                green = (temp1 & 0x3E0) / 32;
                blue = (temp1 & 0x7C00) / 1024;
                alpha = 31;
                red = red * 8;
                green = green * 8;
                blue = blue * 8;
                alpha = alpha * 8;
                wincolors[3] = Color.FromArgb(alpha, red, green, blue);
                return wincolors[3];
            }
            set
            {
                wincolors[3] = value;
                red = wincolors[3].R / 8;
                green = wincolors[3].G / 8;
                blue = wincolors[3].B / 8;
                temp1 = (ushort)blue;
                temp1 = (ushort)((temp1 * 32) + green);
                temp1 = (ushort)((temp1 * 32) + red);
                temp2 = (ushort)(temp1 & 0xFF);
                temp1 = (ushort)((temp1 & 0xFF00) / 256);
                buffer[6] = (byte)temp1;
                buffer[7] = (byte)temp2;
            }
        }
        public void FillBuffer(byte[] bufferdata)
        {
            buffer = bufferdata;
        }

        public byte[] GetBuffer()
        {
            return buffer;
        }

        public void SGBPal(byte[] bufferdata)
        {
            buffer = bufferdata;
        }

        public void SGBPal()
        {
            buffer[0] = 0;
            buffer[1] = 0;
            buffer[2] = 0;
            buffer[3] = 0;
            buffer[4] = 0;
            buffer[5] = 0;
            buffer[6] = 0;
            buffer[7] = 0;
        }

        public void SGBPal(Color Trans, Color c1, Color c2, Color c3)
        {
            wincolors[0] = Trans;
            wincolors[1] = c1;
            wincolors[2] = c2;
            wincolors[3] = c3;
            red = wincolors[0].R / 8;
            green = wincolors[0].G / 8;
            blue = wincolors[0].B / 8;
            temp1 = (ushort)blue;
            temp1 = (ushort)((temp1 * 32) + green);
            temp1 = (ushort)((temp1 * 32) + red);
            temp2 = (ushort)(temp1 & 0xFF);
            temp1 = (ushort)((temp1 & 0xFF00) / 256);
            buffer[0] = (byte)temp1;
            buffer[1] = (byte)temp2;
            red = wincolors[1].R / 8;
            green = wincolors[1].G / 8;
            blue = wincolors[1].B / 8;
            temp1 = (ushort)blue;
            temp1 = (ushort)((temp1 * 32) + green);
            temp1 = (ushort)((temp1 * 32) + red);
            temp2 = (ushort)(temp1 & 0xFF);
            temp1 = (ushort)((temp1 & 0xFF00) / 256);
            buffer[2] = (byte)temp1;
            buffer[3] = (byte)temp2;
            red = wincolors[2].R / 8;
            green = wincolors[2].G / 8;
            blue = wincolors[2].B / 8;
            temp1 = (ushort)blue;
            temp1 = (ushort)((temp1 * 32) + green);
            temp1 = (ushort)((temp1 * 32) + red);
            temp2 = (ushort)(temp1 & 0xFF);
            temp1 = (ushort)((temp1 & 0xFF00) / 256);
            buffer[4] = (byte)temp1;
            buffer[5] = (byte)temp2;
            red = wincolors[3].R / 8;
            green = wincolors[3].G / 8;
            blue = wincolors[3].B / 8;
            temp1 = (ushort)blue;
            temp1 = (ushort)((temp1 * 32) + green);
            temp1 = (ushort)((temp1 * 32) + red);
            temp2 = (ushort)(temp1 & 0xFF);
            temp1 = (ushort)((temp1 & 0xFF00) / 256);
            buffer[6] = (byte)temp1;
            buffer[7] = (byte)temp2;
        }

        public void SGBPal(byte byte1, byte byte2, byte byte3, byte byte4, byte byte5, byte byte6, byte byte7, byte byte8)
        {
            buffer[0] = byte1;
            buffer[1] = byte2;
            buffer[2] = byte3;
            buffer[3] = byte4;
            buffer[4] = byte5;
            buffer[5] = byte6;
            buffer[6] = byte7;
            buffer[7] = byte8;
        }

    };

You want to leave? I've never talked to you, but you're a genius. And your autism makes it seem even more amazing! You should stay, and if not, switch over to at least PHO or TPW. (not trying to advertise) but in all serious, PC can use your talent :D
 

Sawakita

Not Invented Here
181
Posts
13
Years
  • Age 34
  • Seen Nov 17, 2019
And about the program... I guess we can continue were you left off at with the wonderful program you created, which is ClassicMap. If you never return to PC, then I'm sure one of us will add in the SGB colour palette into ClassicMap.

Oh and please come back... we all really do miss you keeping the project alive.
Actually you should notice that ClassicMap was originally made by Lin.
 

Skara

THIS. IS. SEMPITERNAL.
350
Posts
15
Years
Nice bit of coding there mate. I have Autism too, so I can relate to you big time.
This is far from worthless, good job mate.
 

Alexander Nicholi

what do you know about computing?
5,500
Posts
14
Years
ClassicMap is a true work of art, and your contributions make it that much better. I have Asperger's Syndrome, which is at the top of the Autism Spectrum, so you're not alone there, mate! Stress can let you down sometimes, but it's nothing to quit over. ;) Keep working at it, and please stay at PC and design add-ons like color support for ClassicMap—we would love to have you here :D
 
17
Posts
16
Years
  • Seen Mar 29, 2016
I have returned, the problem, lets just say that made me leave in the past was someone being a jerk and trying to discourage me from doing any programming because he did not like an idea I had to contribute to an unrelated project and I am sorry for what it may have caused. as for the sgb border, a ways back I indeed made a program for working with that, but forgot where I put it. If you will allow, I will resume the work where it is left off. true color support would make classic map that much more compact. Since I lost that pokemon blue hack that was to become a US green version, I might remake it to test the color version of classicmap as well and eventually merge in sgb border support as well. all the border data is in the same place, lol. and it is even mapped (yes it can be hacked, I know the format)
oh, and yes the code above was intended to be used to add support for color to the map and tile editors, not the sgb border.
 

Kakarot1212

Resident Programmer
562
Posts
10
Years
Time that everyone sees how worthless I really am. I try to help others only to hurt them, btw, I have begun on adding color support to ClassicMap, but knowing that everything I do is pointless, I will just simply leave behind my c# SGBPal class for all to work with themselves, request permaban and leave (and then I shall be hated as things should be due to my autism)

Code:
    public class SGBPal
    {
        private byte[] buffer;
        private ushort[] colors;
        private Color[] wincolors;
        private ushort temp1;
        private ushort temp2;
        protected int red;
        protected int green;
        protected int blue;
        protected int alpha;
        public Color TransColor
        {
            get
            {
                temp1 = buffer[1];
                temp2 = buffer[0];
                temp2 = (ushort)(temp2 * 256);
                temp1 = (ushort)(temp1 + temp2);
                red = temp1 & 0x1F;
                green = (temp1 & 0x3E0) / 32;
                blue = (temp1 & 0x7C00) / 1024;
                alpha = 31;
                red = red * 8;
                green = green * 8;
                blue = blue * 8;
                alpha = alpha * 8;
                wincolors[0] = Color.FromArgb(alpha, red, green, blue);
                return wincolors[0];
            }
            set
            {
                wincolors[0] = value;
                red = wincolors[0].R / 8;
                green = wincolors[0].G / 8;
                blue = wincolors[0].B / 8;
                temp1 = (ushort)blue;
                temp1 = (ushort)((temp1 * 32) + green);
                temp1 = (ushort)((temp1 * 32) + red);
                temp2 = (ushort)(temp1 & 0xFF);
                temp1 = (ushort)((temp1 & 0xFF00) / 256);
                buffer[0] = (byte)temp1;
                buffer[1] = (byte)temp2;
            }
        }
        public Color Color1
        {
            get
            {
                temp1 = buffer[3];
                temp2 = buffer[2];
                temp2 = (ushort)(temp2 * 256);
                temp1 = (ushort)(temp1 + temp2);
                red = temp1 & 0x1F;
                green = (temp1 & 0x3E0) / 32;
                blue = (temp1 & 0x7C00) / 1024;
                alpha = 31;
                red = red * 8;
                green = green * 8;
                blue = blue * 8;
                alpha = alpha * 8;
                wincolors[1] = Color.FromArgb(alpha, red, green, blue);
                return wincolors[1];
            }
            set
            {
                wincolors[1] = value;
                red = wincolors[1].R / 8;
                green = wincolors[1].G / 8;
                blue = wincolors[1].B / 8;
                temp1 = (ushort)blue;
                temp1 = (ushort)((temp1 * 32) + green);
                temp1 = (ushort)((temp1 * 32) + red);
                temp2 = (ushort)(temp1 & 0xFF);
                temp1 = (ushort)((temp1 & 0xFF00) / 256);
                buffer[2] = (byte)temp1;
                buffer[3] = (byte)temp2;
            }
        }
        public Color Color2
        {
            get
            {
                temp1 = buffer[5];
                temp2 = buffer[4];
                temp2 = (ushort)(temp2 * 256);
                temp1 = (ushort)(temp1 + temp2);
                red = temp1 & 0x1F;
                green = (temp1 & 0x3E0) / 32;
                blue = (temp1 & 0x7C00) / 1024;
                alpha = 31;
                red = red * 8;
                green = green * 8;
                blue = blue * 8;
                alpha = alpha * 8;
                wincolors[2] = Color.FromArgb(alpha, red, green, blue);
                return wincolors[2];
            }
            set
            {
                wincolors[2] = value;
                red = wincolors[2].R / 8;
                green = wincolors[2].G / 8;
                blue = wincolors[2].B / 8;
                temp1 = (ushort)blue;
                temp1 = (ushort)((temp1 * 32) + green);
                temp1 = (ushort)((temp1 * 32) + red);
                temp2 = (ushort)(temp1 & 0xFF);
                temp1 = (ushort)((temp1 & 0xFF00) / 256);
                buffer[4] = (byte)temp1;
                buffer[5] = (byte)temp2;
            }
        }
        public Color Color3
        {
            get
            {
                temp1 = buffer[7];
                temp2 = buffer[6];
                temp2 = (ushort)(temp2 * 256);
                temp1 = (ushort)(temp1 + temp2);
                red = temp1 & 0x1F;
                green = (temp1 & 0x3E0) / 32;
                blue = (temp1 & 0x7C00) / 1024;
                alpha = 31;
                red = red * 8;
                green = green * 8;
                blue = blue * 8;
                alpha = alpha * 8;
                wincolors[3] = Color.FromArgb(alpha, red, green, blue);
                return wincolors[3];
            }
            set
            {
                wincolors[3] = value;
                red = wincolors[3].R / 8;
                green = wincolors[3].G / 8;
                blue = wincolors[3].B / 8;
                temp1 = (ushort)blue;
                temp1 = (ushort)((temp1 * 32) + green);
                temp1 = (ushort)((temp1 * 32) + red);
                temp2 = (ushort)(temp1 & 0xFF);
                temp1 = (ushort)((temp1 & 0xFF00) / 256);
                buffer[6] = (byte)temp1;
                buffer[7] = (byte)temp2;
            }
        }
        public void FillBuffer(byte[] bufferdata)
        {
            buffer = bufferdata;
        }

        public byte[] GetBuffer()
        {
            return buffer;
        }

        public void SGBPal(byte[] bufferdata)
        {
            buffer = bufferdata;
        }

        public void SGBPal()
        {
            buffer[0] = 0;
            buffer[1] = 0;
            buffer[2] = 0;
            buffer[3] = 0;
            buffer[4] = 0;
            buffer[5] = 0;
            buffer[6] = 0;
            buffer[7] = 0;
        }

        public void SGBPal(Color Trans, Color c1, Color c2, Color c3)
        {
            wincolors[0] = Trans;
            wincolors[1] = c1;
            wincolors[2] = c2;
            wincolors[3] = c3;
            red = wincolors[0].R / 8;
            green = wincolors[0].G / 8;
            blue = wincolors[0].B / 8;
            temp1 = (ushort)blue;
            temp1 = (ushort)((temp1 * 32) + green);
            temp1 = (ushort)((temp1 * 32) + red);
            temp2 = (ushort)(temp1 & 0xFF);
            temp1 = (ushort)((temp1 & 0xFF00) / 256);
            buffer[0] = (byte)temp1;
            buffer[1] = (byte)temp2;
            red = wincolors[1].R / 8;
            green = wincolors[1].G / 8;
            blue = wincolors[1].B / 8;
            temp1 = (ushort)blue;
            temp1 = (ushort)((temp1 * 32) + green);
            temp1 = (ushort)((temp1 * 32) + red);
            temp2 = (ushort)(temp1 & 0xFF);
            temp1 = (ushort)((temp1 & 0xFF00) / 256);
            buffer[2] = (byte)temp1;
            buffer[3] = (byte)temp2;
            red = wincolors[2].R / 8;
            green = wincolors[2].G / 8;
            blue = wincolors[2].B / 8;
            temp1 = (ushort)blue;
            temp1 = (ushort)((temp1 * 32) + green);
            temp1 = (ushort)((temp1 * 32) + red);
            temp2 = (ushort)(temp1 & 0xFF);
            temp1 = (ushort)((temp1 & 0xFF00) / 256);
            buffer[4] = (byte)temp1;
            buffer[5] = (byte)temp2;
            red = wincolors[3].R / 8;
            green = wincolors[3].G / 8;
            blue = wincolors[3].B / 8;
            temp1 = (ushort)blue;
            temp1 = (ushort)((temp1 * 32) + green);
            temp1 = (ushort)((temp1 * 32) + red);
            temp2 = (ushort)(temp1 & 0xFF);
            temp1 = (ushort)((temp1 & 0xFF00) / 256);
            buffer[6] = (byte)temp1;
            buffer[7] = (byte)temp2;
        }

        public void SGBPal(byte byte1, byte byte2, byte byte3, byte byte4, byte byte5, byte byte6, byte byte7, byte byte8)
        {
            buffer[0] = byte1;
            buffer[1] = byte2;
            buffer[2] = byte3;
            buffer[3] = byte4;
            buffer[4] = byte5;
            buffer[5] = byte6;
            buffer[6] = byte7;
            buffer[7] = byte8;
        }

    };

I think this best suits in Research and Development, not here, lol ^_^
 

Talon

[font=Cambria]Hidden From Mind[/font]
1,080
Posts
10
Years
I don't know you, Kram, but even though I haven't been here long, I never want to see someone leave, and I'm glad to see you didn't. I don't have autism, but I do have social anxiety. I understand what stress can do you, and how bad it feels when people put you down. At school, I get bullied everyday, for being short, skinny, and emo. If anyone ever annoys you like that, or bullies, torments, or harasses you, just forget about them. Don't think about them. If you ignore them, they will stop. They only do that to you because THEY have low self-esteem. Lower than yours. When they pick on you, it makes them feel better. Clearly, you are a very intelligent person. Allow that idea to flourish! Keep working towards everything you want to achieve. If you put your mind to it, you can do it. I know social anxiety isn't like autism, and sorry I can't really relate to you in a very straight way, but I understand what it feels like to be put down. I would like to see you improve ClassicMap even more.
 
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