| ▲ | netcoyote 2 days ago | |
While I don't have the original code, it's something along the lines of this: | ||
| ▲ | RobRivera a day ago | parent | next [-] | |
So I was able to create all the bits necessary to introduce the palette change in a similar manner (3x256 changes) on the triggerz and at the moment of truth instead of grey I got a GREEN and PURPLE fadeout (I wasnt sure if you meant rbg or rgb for the ratios so i tried both). I also tried 128 across the board for grey, and it just made a dull fade which may be the best I can do with my method. I think it may simply be because rather than have palletes controlled by rgb, I load predrawn sprites using sfml's sprite and texture classes. So the default rgba is 255,255,255,255 - so I have a sidequest to figure out the RIGHT WAY of applying rgb changes to predrawn sprites. It may very well be a simple matter of "sfml does it differently" or perhaps having grey variants of all sprites and toggling. I feel there has to be a way to accomplish the fade to grey programmatically. Fun little dive tho! I'll have to post an update when I figure it out. | ||
| ▲ | a_e_k a day ago | parent | prev | next [-] | |
From my recollection of doing fun palette stuff back in the DOS VGA days, I'm betting it was more like:
Hardware floating point was rare before the 486 DX and Pentiums. Not to mention that Integer<->FP conversion was slow. And division of any kind has always been slow. So you'd see a lot of fixed-point math approximations with power-of-two divisors so that you can shift-right. | ||
| ▲ | RobRivera 2 days ago | parent | prev [-] | |
I havent gotten behind the console, but thats like, exactly what I was gonna do, except precompute like 5 or 6 tween values for r,g,b between 255 and the target for greyscale. But rather than do that and cache them for timing triggers, I kind of like the scaling down by multiplication approach. Edit: manipulate the rgb values that is - I wouldnt have converged on those hard values on my own. | ||