Bonnox
Time (wasting) Lord
- 47
- Posts
- 9
- Years
- Age 29
- Fiction: Gallifrey; Actual: Italy
- Seen Oct 19, 2021
Hi all, few days ago I had an idea.
I looked at the VBA palette viewer and thought "why does the OAM system use only few sets of colours for every people in the game"? I mean, if you look closely, you will notice that each of the 16 palette contains repeating colours: the 4 slots containing the shades of skin are multiple time wasted, at least. As you see in the image, there are multiple spots of improvement.
For example, the 15th palette in the image is shooted at cold boot, but as long as tou press start it gest replaced with 15 blacks and only one red, used for the cursor, and it will never go away!
My idea was to rebuild the object system, allowing it to use 256 colours for the people.
I mean, there are a lot of wasted slots, according to me. If we organize it better, there will maybe be the room for a complete set of shading though the entire color space (or spectre, you may prefer to say)! I mean, if you open an image in paint/gimp/whatever and you reduce its color depth to 8 bit, it doesn't look that bad, obviously compared to GBA standards.
And, since I stress-tested the peolple engine, it doesn't cope well with more than 16 objects in the near vicinity, there should be still plenty of space for the increased size of the tiles.
What do you think? I ma have the ability to do something like disassemble etc, but this is a massive work, so I was looking for someone else ^_^ The most limiting factor is that the object system in ruby (and maybe in fire, I don't know) is a bit complicated. <rant> why the hell didn't they make a plain buffer just like the palettes to copy every frame? this is just stupid.No, instead we have a little space of memory which contains the data of a single object, who knows which, and then black magic happen.</rant>
au revoir
I looked at the VBA palette viewer and thought "why does the OAM system use only few sets of colours for every people in the game"? I mean, if you look closely, you will notice that each of the 16 palette contains repeating colours: the 4 slots containing the shades of skin are multiple time wasted, at least. As you see in the image, there are multiple spots of improvement.
![[PokeCommunity.com] Don't waste all that palettes! [PokeCommunity.com] Don't waste all that palettes!](https://s4.postimg.org/hpbxb94el/Immagine.png)
For example, the 15th palette in the image is shooted at cold boot, but as long as tou press start it gest replaced with 15 blacks and only one red, used for the cursor, and it will never go away!
My idea was to rebuild the object system, allowing it to use 256 colours for the people.
I mean, there are a lot of wasted slots, according to me. If we organize it better, there will maybe be the room for a complete set of shading though the entire color space (or spectre, you may prefer to say)! I mean, if you open an image in paint/gimp/whatever and you reduce its color depth to 8 bit, it doesn't look that bad, obviously compared to GBA standards.
And, since I stress-tested the peolple engine, it doesn't cope well with more than 16 objects in the near vicinity, there should be still plenty of space for the increased size of the tiles.
What do you think? I ma have the ability to do something like disassemble etc, but this is a massive work, so I was looking for someone else ^_^ The most limiting factor is that the object system in ruby (and maybe in fire, I don't know) is a bit complicated. <rant> why the hell didn't they make a plain buffer just like the palettes to copy every frame? this is just stupid.No, instead we have a little space of memory which contains the data of a single object, who knows which, and then black magic happen.</rant>
au revoir