fadein/fadeout in paletted screenmode
Posted: Wed Dec 30, 2009 11:03 pm
Hi,
I'm using SDL to perform fadein/fadeout on my game.
On the PC in 24 bit mode I use alpha channel to perform this, but on the DS I have opened a 8 bit screen to save memory and CPU (maybe I'm misled because 16 bit depth would be better but I have tried this first and it was rather slow).
So my fadein/fadeout works on a PC with 8-bit screen because in this case I'm using palette manipulation (through SDL_SetPalette with hardware palette flag set). So it's OK SDL-wise. I have checked and the hardware palette flag is set for the screen.
The problem is that it's not working on a real DS. I don't see the transitions... The funniest thing is it works on IdeaS (a DS emulator): I see the fadein effect!! It does not work on No$GBA.
So is there some register to poke into to commit the changes? SDL for NDS has a lot of limitations & bugs, so I'm sure that this is not fully supported. I'm willing to fix this.
I'm using SDL to perform fadein/fadeout on my game.
On the PC in 24 bit mode I use alpha channel to perform this, but on the DS I have opened a 8 bit screen to save memory and CPU (maybe I'm misled because 16 bit depth would be better but I have tried this first and it was rather slow).
So my fadein/fadeout works on a PC with 8-bit screen because in this case I'm using palette manipulation (through SDL_SetPalette with hardware palette flag set). So it's OK SDL-wise. I have checked and the hardware palette flag is set for the screen.
The problem is that it's not working on a real DS. I don't see the transitions... The funniest thing is it works on IdeaS (a DS emulator): I see the fadein effect!! It does not work on No$GBA.
So is there some register to poke into to commit the changes? SDL for NDS has a lot of limitations & bugs, so I'm sure that this is not fully supported. I'm willing to fix this.