Search found 17 matches

by PhoenixX_2
Fri Jul 14, 2006 8:22 pm
Forum: ZSNES Talk
Topic: Backbuffer Color
Replies: 36
Views: 13804

I DEMAND all 24 bits!!... ;)

As long as it isn't default to black (or whatever seems to be the census about what colour it is painting), I think it'd be very nice :).
by PhoenixX_2
Fri Jul 14, 2006 4:10 pm
Forum: ZSNES Talk
Topic: Backbuffer Color
Replies: 36
Views: 13804

Yeah, I'm just trying to see if it is worth building an app, or doing it manually.

About BGMapper... Does it work with the new ZST files? It seems to only accept the older ZS? files (where ? is replaced by a digit).
by PhoenixX_2
Fri Jul 14, 2006 12:18 am
Forum: Development
Topic: Already Defined Errors
Replies: 6
Views: 6973

Okay. Thansk a lot.
by PhoenixX_2
Thu Jul 13, 2006 5:39 pm
Forum: ZSNES Talk
Topic: Backbuffer Color
Replies: 36
Views: 13804

Hehe.

I mean grabbing all the unique tiles from a specific BG and putting them into a bitmap. The width would be based on the number of tiles it was able to properly fetch.
by PhoenixX_2
Thu Jul 13, 2006 2:49 pm
Forum: Development
Topic: Already Defined Errors
Replies: 6
Views: 6973

Because I'd like to be able to compile and debug easily in VS.NET 2k5. These short term problems could make adding features much easier to do later on.

I guess I could do a custom build step of the makefile and attach to the process that way... Not sure how well that'd work though.
by PhoenixX_2
Thu Jul 13, 2006 1:35 pm
Forum: Development
Topic: Already Defined Errors
Replies: 6
Views: 6973

Yeah, heh, thought that for the first set of errors. Do you have any ideas which one I need to add at least for one of the ones I'm MISSING for the second set of errors?
by PhoenixX_2
Thu Jul 13, 2006 1:34 pm
Forum: ZSNES Talk
Topic: Backbuffer Color
Replies: 36
Views: 13804

The grabbing would be to some arbitrary 8x[whatevermanytiles] bitmap.

Unless the color merely uses a palette colour, then it'd be just 1 byte ;).
by PhoenixX_2
Wed Jul 12, 2006 6:38 pm
Forum: ZSNES Talk
Topic: Backbuffer Color
Replies: 36
Views: 13804

That's what I mean, it'd take a specific BG and grab the tiles with the appropriate palette. So say a specific BG had four diamonds, using the same tile (using four different palettes). It'd grab those four diamonds in each of their form, and put them into a file. So you'd have a table: Tile | Palet...
by PhoenixX_2
Wed Jul 12, 2006 4:20 pm
Forum: ZSNES Talk
Topic: Backbuffer Color
Replies: 36
Views: 13804

Could I request a feature for vSNES ;)? Something that grabs the tiles from a specific BG and puts it into a bmp? Because right now, I will have to manually go through each palette and export the VRAM and figure out which palette was meant for each tile. I mean, it's not a big deal, nor something I'...
by PhoenixX_2
Wed Jul 12, 2006 2:00 pm
Forum: ZSNES Talk
Topic: Backbuffer Color
Replies: 36
Views: 13804

Oh really. That makes sense actually. Come to think of it, I remember looking at something like that when I was trying to make a GBA game :D.

But yeah, vSNES is kinda solving every problem for me. Though, I WISH someone had hacked into Soulblazer before, instead of me having to do it ;).
by PhoenixX_2
Wed Jul 12, 2006 12:34 am
Forum: ZSNES Talk
Topic: Backbuffer Color
Replies: 36
Views: 13804

Since it seems I'm not the only one asking for such a feature, is it possible that you could implement such an option? You can choose the colour of the background,the windows, etc.., so it'd just be adding an option for the backbuffer.

I'll look up zget.
by PhoenixX_2
Tue Jul 11, 2006 8:15 pm
Forum: ZSNES Talk
Topic: Backbuffer Color
Replies: 36
Views: 13804

It's really well made.
by PhoenixX_2
Tue Jul 11, 2006 8:05 pm
Forum: ZSNES Talk
Topic: Backbuffer Color
Replies: 36
Views: 13804

Yeah, I use C++ all the time. But I've never did much assembler stuff.

Were you the one who made vSNES?
by PhoenixX_2
Tue Jul 11, 2006 7:57 pm
Forum: ZSNES Talk
Topic: Backbuffer Color
Replies: 36
Views: 13804

Hehe, yeah. Using a varibale instead of a constant is slower, slightly. But, have you been able to compile zsnes? I'm currently having trouble. But, would you be able to make me a mod, possibly ;)? I did try the state viewer. It's good I can change the background that way. This seems to be a possibl...
by PhoenixX_2
Tue Jul 11, 2006 7:44 pm
Forum: ZSNES Talk
Topic: Backbuffer Color
Replies: 36
Views: 13804

I'll check that out. But, uhm, well, the back buffer needs to be cleared to some color, no matter what. Otherwise, if you'd play the game with just the sprite layer on, you'd see really neat (but weird) effects. The amount of time it takes to clear to black is the same amount of time it would take t...
by PhoenixX_2
Tue Jul 11, 2006 6:09 pm
Forum: Development
Topic: Already Defined Errors
Replies: 6
Views: 6973

Already Defined Errors

I'm trying to compile ZSNES in VC++.NET 2k5 (yes, I know, shame on me) and I seem to be getting errors liek this: Error 91 error LNK2005: _fwrite already defined in LIBCMT.lib(fwrite.obj) MSVCRT.lib Error 92 error LNK2005: _ferror already defined in LIBCMT.lib(feoferr.obj) MSVCRT.lib Error 93 error ...
by PhoenixX_2
Tue Jul 11, 2006 4:59 pm
Forum: ZSNES Talk
Topic: Backbuffer Color
Replies: 36
Views: 13804

Backbuffer Color

Is there any way to change the backbuffer clear color? That is to say, is there any way to change the color of the screen when some layers are disabled? Right now, it defaults to black. But what if we wanted purple or something, as a way to grab graphics from a game, already properly rendered with t...