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Global palettes bugs?
#3
(05-30-2024, 05:37 AM)megamarc Wrote: Hi!

The foreground tileset palette is using 22 colors, so that's not a bug.

Global palettes are dynamic, they aren't used unles they're configured. Can you expand on your idea / case of use?

In general is not a good idea to set NULL to required data un use. Have you tried it? What's the purpose of it?

Regards,

Hi!

I'm trying to make a framework in Nim around Tilengine, which is not an easy task because I try to make it as safe as possible. To ensure that, I had to put restrictions in place. For exemple, a palette cannot belong to 2 bitmaps at the same time, to avoid double-free bugs.

I also have suggestions. Tilemaps can use the global palettes but not bitmaps nor sprites. I think it can be an interesting feature.

I find that by using the global palettes, there is less chances to introduce bugs (Double frees, uses after free, leaks, ...). It is also how it works in old consoles. The palettes are centralized in Color RAM.
In case you implement global palettes for sprites, I suggest to have more global palettes for sprites (like palettes 8 to 15 on SNES. NES, PC-Engine and GameBoy Advance have a separated palette for sprites).

What do you think about this idea?

Edit : About the global palettes "bug", so this is normal I can see a bit of blue?
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Messages In This Thread
Global palettes bugs? - by System64 - 05-11-2024, 05:22 AM
RE: Global palettes bugs? - by megamarc - 05-30-2024, 05:37 AM
RE: Global palettes bugs? - by System64 - 05-31-2024, 03:08 AM
RE: Global palettes bugs? - by megamarc - 05-31-2024, 07:15 AM
RE: Global palettes bugs? - by System64 - 05-31-2024, 09:00 AM
RE: Global palettes bugs? - by System64 - 07-22-2024, 10:06 PM
RE: Global palettes bugs? - by megamarc - 08-10-2024, 05:17 PM

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