I thought I would upload this tech demo I've been working on. It is based on the 'Kingdom' series. I am going to hopefully build a game around it but it might take some time. Hope you enjoy!
Use arrow keys to move.
It looks beautiful. :)
Have you played around with slightly offsetting the mirrored lines, or rendering the reflection patterns as slightly offset image data?
I have no idea if this would look good or would be feasable from a cpu perspective, but I "think" it could look nice.
And, I once again realize that I kinda get only "good ideas" when looking at stuff from people that are really creative :( Kinda sucks.
@packbat Thank you very much! I saw the second screen palette in a post and I haven't seen anyone use it, so I gave it a try!
@spellcaster Thank you. I have offset each line of the top part of the screen, It isnt too obvious unless you look for it. In development i had it so the offset would change so the water would appear to move, but it just wasnt looking right
OMG!!!! This is the first cart I've seen use one of the high-color modes!
I have some optimizations for you:
- The poke to 0x5F2C isn't mandatory anymore since 0.2.1 was released. You can now change screen transformation modes without having to do an add or bitwise-OR to keep high-color enabled.
- The secondary palette can be set through pal() now. The ID that's 0 (for draw) or 1 (for screen) would be 2 in this case.
- While this 3rd optimization isn't directly related to high-color, you could use memset() instead of a for-loop to fill a range of memory with a single byte value. Also, your loop ends up poking 1 byte past the scanline-mask region, into the 1st GPIO pin. EDIT: This J loop is also nested within the I loop that sets the secondary palette, so you're ending up running the J loop 16 times.
[Please log in to post a comment]