kikems

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  • in reply to: What tricks can the Lynx do? #1068
    retrokikems
    Participant

    In Lynx I’m using a sprite for main character bigger than goblin demo and with more frames, my sprite.dat file have arround 9 kb vs 2 Kb of goblin demo sprite file.
    When compiling I have an error “segmenty “BSS” overflow memory area “MAIN” by 5689 bytes.
    I’m suppose that I need assign more ram for sprite data but How to do ?

    Actual Lynx projects read files from rom one by one or upload all code and graphics to ram?. For example with goblin project, read every scene from cartridge when needed or upload all game to ram?.

    in reply to: Lynx how to define or change palette. #1067
    retrokikems
    Participant

    I’d found a solution.
    First I use AtariGamer website to convert my html colors to CC65 code.
    https://atarigamer.com/pages/atari-lynx-palette-generator

    I’d comment original palette in /unity/target/lynx/display.c and add code generated by AtariGamer website.

    here example for my custom palette code now.

    // GFX Data
    //static char palette[] = { 0x01, 0x04, 0x08, 0x0c, 0x0c, 0x08, 0x05, 0x05, 0x07, 0x0e, 0x09, 0x03, 0x02, 0x0f, 0x08, 0x00, // Upper 8 bits
    // 0xca, 0xb4, 0xc4, 0xc3, 0x53, 0x22, 0x52, 0x27, 0x5e, 0x0f, 0xaf, 0x4d, 0x48, 0xff, 0x88, 0x00 }; // Lower 8 bits

    // tgi_setpalette() array
    unsigned char palette[] = {
    // green
    0x01ef >> 8,
    0x0342 >> 8,
    0x0435 >> 8,
    0x0464 >> 8,
    0x0666 >> 8,
    0x0796 >> 8,
    0x0000 >> 8,
    0x065a >> 8,
    0x0888 >> 8,
    0x09b8 >> 8,
    0x098d >> 8,
    0x0ad8 >> 8,
    0x0cdb >> 8,
    0x0efc >> 8,
    0x0ffe >> 8,
    0x0122 >> 8,

    // blue + red
    0x01ef & 0xff,
    0x0342 & 0xff,
    0x0435 & 0xff,
    0x0464 & 0xff,
    0x0666 & 0xff,
    0x0796 & 0xff,
    0x0000 & 0xff,
    0x065a & 0xff,
    0x0888 & 0xff,
    0x09b8 & 0xff,
    0x098d & 0xff,
    0x0ad8 & 0xff,
    0x0cdb & 0xff,
    0x0efc & 0xff,
    0x0ffe & 0xff,
    0x0122 & 0xff,
    };

    retrokikems
    Participant

    It works, thanks. If palette can be defined and different for every bitmap image in the main code of game will be great, it’s very usefull in some games like goblins with lot of different background graphics.
    Your new DLI routine of github works really good, not flickering on Atari now.

    in reply to: It’s possible edit default palette for bitmap in Atari? #1043
    retrokikems
    Participant

    You have the formula or method to predict what intermediate colors can obtain when change the 4 basic colors?

    • This reply was modified 1 year, 7 months ago by retrokikems.
    in reply to: It’s possible edit default palette for bitmap in Atari? #1042
    retrokikems
    Participant

    Great, I’ll try it.

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