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Palette


first thing, great thank to ThunderZ ^___^
second thing, palette function are not sync with vblank   so, small line are visible when fade ....

these functions not use gppaletteentry so, replace gppaletteentry by 'unsigned int'


*
black_pal

    this function replace actual palette by a completely black palette (color = 0x0000)

* white_pal

    this function replace actual palette by a completely white palette (color = 0xFFFF)

* random_pal

    this function replace all actual palette color by random colors

* fade_out

void fade_out(int speed)

this function fade until all palette color was != 0 (until all screen not entirely black)
speed is number of ms between every fade pass

* fade_to_palette

void fade_to_palette(short speed, unsigned int *pal_to_go)

    this function auto fade the actual palette to go to the specified palette

* fade_color

void fade_color(short powa, short speed, char repeat, char color_id)

    this function fade the specific color (r g or b) in or out

    short powa        : if upper than 0, fade in, else, fade out
    short speed        : time between two fade pass
    char repeat        : the number of pass of fade to do
    char color_id     : define the color to fade, 'r' for red   'v' for green   and 'b' for blue


there is no fade in function, but it's possible to fade in :

at the start of your prgm :
unsigned int white_pal[256] ;        // create a palette
for(cpt=0;cpt<0xFF;cpt++) white_pal[cpt] = 0xFFFF ;    // init all palette colors to be white

in your game :
fade_to_palette(40,white_pal) ;  // fade in :-)


 

 

 

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Palette