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Write byte in GPU #19
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Code snippet 2: // TODO: #1 Look the source (javascript) You can see, that
// there are used obj0 and obj1 instead object1 and object2.
// Find out wheter that is done on purpose or not.
//
// TODO: #2 Combine cases below, due to they are higly similar.
//
// TODO: #3 You Enum again for those Colors
// OBJ0 palette mapping
case 8:
for (var i = 0; i < 4; i++)
{
switch ((value >> (i * 2)) & 3)
{
case 0: _palette.Object1[i] = 255; break;
case 1: _palette.Object1[i] = 192; break;
case 2: _palette.Object1[i] = 96; break;
case 3: _palette.Object1[i] = 0; break;
}
}
break;
// OBJ1 palette mapping
case 9:
for (var i = 0; i < 4; i++)
{
switch ((value >> (i * 2)) & 3)
{
case 0: _palette.Object2[i] = 255; break;
case 1: _palette.Object2[i] = 192; break;
case 2: _palette.Object2[i] = 96; break;
case 3: _palette.Object2[i] = 0; break;
}
}
break; |
As you can see, colors are hardcored. They have to softcode. |
saku-koodari
pushed a commit
that referenced
this issue
Sep 6, 2016
Commit d6a0756 softcoded colors. |
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Code snippet 1:
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