11 March 2016 - Forum Rules
Started by MojoDodo, December 30, 2021, 06:22:55 AM
Quote from: MojoDodo on January 21, 2022, 03:05:47 PMJ0nas - You want to use a trampoline function in bank 0.For one of my homebrew games I used one that takes 2 parameters, the bank # and address of the fn you want to call. It:reads the current bankpushes that onto the stackchanges to the requested bankcalls the requested fnwhen it returns it pop the original bank and switches back to that, then returnsI've also seen similar fns that take a position into a jump table. So you call the Bank9Trampoline with 12, and then it switches to bank 9, and looks in the jump table at the start of bank 9 for the address of fn 12 and calls that. If you need to make some space, hopefully there are some graphics you can move from bank 0 to somewhere else, otherwise you are stuck moving code around
Quote from: j0nas on January 21, 2022, 07:45:42 PMNeat trick! I didn't realize. That should only require a minimum amount of free space in bank 0. Where do you learn this kind of stuff?The only downside would be that the routine in the added ROM bank doesn't have access to the data in the ROM bank that was originally switched in. But that's probably not much of an issue, as you could put a copy of that data in the added ROM bank.The problem with that approach is that you have to set up all the values in the startup routine and can't change them later on. You can do it that way, but it won't look good. If you want to colorize a game properly, you have to change values at runtime.
Quote from: GB-CG on January 22, 2022, 11:05:07 AMThanks for making this. Not sure what's up with your screenshots but on my GBA and GB Player running GB Interface with the 'Identity' color matrix setting, the background color is B3C8FB instead of EDF0F7.Left (B3C8FB) is mine, right (EDF0F7) is the RHDN one.
Quote from: MojoDodo on January 22, 2022, 04:03:39 PMThe screenshots were taken with bgb emulator, and maybe had some GBC filter on it.But I'll change the next version so the "full color" palette has a lighter blue background color
Quote from: lilpuddy31 on January 22, 2022, 05:01:25 PMWere you able to figure out the Mgba issue?
Quote from: MojoDodo on January 22, 2022, 06:42:24 PMYes, it is a horizontal dma I am using to try to update the tiles. It will be fixed in the next version of the patch, but I'm not sure when that will be available.here is a 7 day link to a quick and dirty ips for the original unmodified rom that removes the hdma. It is a WIP, so there might be some other issues.https://filebin.net/zssk566ozsseuvoc
Quote from: MojoDodo on January 22, 2022, 06:42:24 PMGB-CG : Good to hear you are happy with it. The vibrancy really depends on the screen and system you are playing on. The gbc original screen is very washed out compared to newer screens. I'm waiting on a flash cart so I can test on real hardware, and until it arrives, my palettes are just best guesses.
Quote from: lilpuddy31 on January 22, 2022, 11:19:18 PMPlayed through for about a half hour using the Mgba core of RetroArch, haven't noticed any issues yet
Page created in 0.045 seconds with 19 queries.