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Post by MPN on Dec 18, 2005 14:09:29 GMT -5
i have a problem with basiegaxorz, i load an image converted with imagenesis into ram. I display it once, then go to another screen. If the user hits the button to go back, the same code to load the image is used, except it just comes up as a bunch of yellow dots resembling the image. What can I do?
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Post by Tulio Adriano on Dec 19, 2005 10:42:23 GMT -5
What area of the video memory are you using? Remember that video memory can hold up to 1344 tiles and one full screen done with imagenesis (320x224) uses 1120 tiles. Are you exceeding the memory limit in one of those screens? It would be nice to take a look on your code.
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Post by Tom Maneiro on Dec 19, 2005 15:07:56 GMT -5
If the user hits the button to go back, the same code to load the image is used, except it just comes up as a bunch of yellow dots resembling the image. What can I do? If you are using DrawTiles inside a FOR loop, don't forget to reset the X/Y counters to the correct VRAM offset, otherwise it will draw tiles from the wrong place. It should not happen if you use DrawTilesInc, since it takes the VRAM initial position and the X/Y coordinates and size to place the image.
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Post by MPN on Jan 1, 2006 20:53:18 GMT -5
OK, i seemed to have fixed it...i just load an empty palette, then reload the one i need.
I have another problem, though. How exactly can I use the FADE function? I have title screens that i'd like to fade together.
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oompa loompa
I AM THE GOVERNATOR
"Git 'Er Dun!"
Posts: 1,301
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Post by oompa loompa on Jan 7, 2006 23:39:37 GMT -5
i've made a new fade function (taken from my rpg engine), and have already implemented it in the next release. there are fade to black, and fade to white functions in bex, but they don't work very good at all
if you don't want to wait for the next release, you'll have to make your own way to fade pallettes. algorithms exist already, like taking the current color, and divide the value by 2 for each fade step
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