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560 lines
19 KiB
C++
560 lines
19 KiB
C++
#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <assert.h>
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#include "../System.h"
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#include "../NLS.h"
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#include "gb.h"
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#include "gbCheats.h"
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#include "gbGlobals.h"
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#include "vba.h"
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#include "../ngc/menu.h"
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#define CARLLOG
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bool ColorizeGameboy = true;
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// The 14-colour palette for a monochrome gameboy game
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// bg black, bg dark, bg light, bg white, window black, window dark, window light, window white,
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// obj0 dark, obj0 light, obj0 white, obj1 dark, obj1 light, obj1 white
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// Only the user sets these colours from emulator menu, and it is only read
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// by the palette setting functions.
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u16 systemMonoPalette[14];
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// quickly map the 12 possible indices to 15-bit colours
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// bg index 0..3, obj0 index 0..3, obj1 index 0..3
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// This is set internally by the palette setting functions, and used by the
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// drawing functions.
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//u16 gbPalette[12];
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static bool HadBgPal = false, HadObj0Pal = false, HadObj1Pal = false;
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const float BL[4] = {0.1f, 0.4f, 0.7f, 1.0f};
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// Averages colour with white
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// factor is from 0 to 1. 0 = no extra whiteness, 1 = 100% whiteness
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u16 changeColourWhiteness(u16 rgb, float factor) {
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if (factor==0.0f) return rgb;
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int r = (rgb & 0x1f);
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r = (r * (1-factor))+(0x1f*factor);
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if (r>31) {
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r=31;
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}
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int g = ((rgb >> 5) & 0x1f);
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g = (g * (1-factor))+(0x1f*factor);
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if (g>31) {
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g=31;
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}
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int b = ((rgb >> 10) & 0x1f);
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b = (b * (1-factor))+(0x1f*factor);
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if (b>31) {
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b=31;
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}
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return r | (g << 5) | (b << 10);
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}
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// Brightens or darkens a colour
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// factor is a multiple of normal brightness
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u16 changeColourBrightness(u16 rgb, float factor) {
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if (factor==1.0f) return rgb;
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int bonus = 0;
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int r = (rgb & 0x1f);
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r = r * factor;
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if (r>31) {
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r=31;
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bonus+=(r-30)/2;
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}
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int g = ((rgb >> 5) & 0x1f);
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g = g * factor;
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if (g>31) {
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g=31;
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bonus+=(g-30)/2;
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}
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int b = ((rgb >> 10) & 0x1f);
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b = b * factor;
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if (b>31) {
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b=31;
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bonus+=(b-30)/2;
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}
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r+=bonus;
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g+=bonus;
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b+=bonus;
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if (r>31) r=31;
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if (g>31) g=31;
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if (b>31) b=31;
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return r | (g << 5) | (b << 10);
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}
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u8 oldBgp = 0xFC;
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// Sets the brightnesses of both the background and window palettes
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void gbSetBGPalette(u8 value, bool ColoursChanged=false) {
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static u8 DarkestToBrightestIndex[4] = {3, 2, 1, 0};
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static u8 Darkness[4] = {0, 1, 2, 3};
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static float BrightnessForBrightest=1, BrightnessForDarkest=0.1; // brightness of palette when indexes are right
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// darkness of each index (0 = white, 3 = black)
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gbBgp[0] = value & 0x03;
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gbBgp[1] = (value & 0x0c)>>2;
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gbBgp[2] = (value & 0x30)>>4;
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gbBgp[3] = (value & 0xc0)>>6;
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// Don't mess with the palette unless we have a Mono gameboy and either the colours changed
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// or the brightness palette changed.
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if ((value==oldBgp && !ColoursChanged) || gbCgbMode || gbSgbMode || !ColorizeGameboy) return;
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bool dup = false;
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int dupDarkness = -1;
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if (value!=oldBgp) {
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#ifdef CARLLOG
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const char DN[5] = "3210";
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log("Bg Pal: %c %c %c %c", DN[gbObp0[0]], DN[gbObp0[1]], DN[gbObp0[2]], DN[gbObp0[3]]);
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#endif
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// check for duplicates
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for (int i=0; i<=2; i++)
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for (int j=i+1; j<=3; j++)
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if (gbBgp[i]==gbBgp[j]) {
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dup=true;
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dupDarkness = gbBgp[i];
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break;
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}
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// We haven't had a full palette yet, so guess...
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if (dup && !HadBgPal) {
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int index;
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if (gbBgp[0]>gbBgp[3]) {
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for (int Colour=0; Colour<=3; Colour++) {
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index = Colour;
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DarkestToBrightestIndex[Colour]=index;
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Darkness[Colour]=gbBgp[index];
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}
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} else {
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for (int Colour=0; Colour<=3; Colour++) {
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index = 3-Colour;
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DarkestToBrightestIndex[Colour]=index;
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Darkness[Colour]=gbBgp[index];
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}
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}
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// brightness of brightest colour
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BrightnessForBrightest = BL[3-gbBgp[DarkestToBrightestIndex[3]]];
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BrightnessForDarkest = BL[3-gbBgp[DarkestToBrightestIndex[0]]];
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} else if (!dup) { // no duplicates, therefore a complete palette change
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HadBgPal = true;
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// now we need to map them from darkest to brightest
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int Colour = 0;
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for (int darkness = 3; darkness>=0; darkness--) {
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for (int index=0; index<=3; index++) {
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if (gbBgp[index]==darkness) {
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DarkestToBrightestIndex[Colour]=index;
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Darkness[Colour]=gbBgp[index];
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Colour++;
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break;
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}
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}
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}
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// brightness of brightest colour
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BrightnessForBrightest = BL[3-gbBgp[DarkestToBrightestIndex[3]]];
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BrightnessForDarkest = BL[3-gbBgp[DarkestToBrightestIndex[0]]];
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} else { // duplicates implies fading in or out
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// since we are really trying to fade, not change palette,
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// rely on previous DarkestToBrightest list
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}
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}
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float NewBrightnessForBrightest = BL[3-gbBgp[DarkestToBrightestIndex[3]]];
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float BrightnessFactor;
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float WhitenessFactor = 0;
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// check if they are trying to make the palette whiter
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if (dupDarkness==0) {
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// Multiple colours set to white
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BrightnessFactor = 0;
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float MaxWhiteness = 0;
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int i;
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for (i=0; i<=3; i++) {
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WhitenessFactor+=BL[3-gbBgp[i]]-BL[3-i];
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MaxWhiteness+=BL[3]-BL[3-i];
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}
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WhitenessFactor = WhitenessFactor / (MaxWhiteness+0.4f);
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// check if they are trying to make the palette brighter
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} else if (NewBrightnessForBrightest==1.0f && BrightnessForBrightest==1.0f) {
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float NewBrightnessForDarkest = BL[3-gbBgp[DarkestToBrightestIndex[0]]];
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BrightnessFactor = NewBrightnessForDarkest/BrightnessForDarkest;
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// Perhaps they are trying to make the palette darker
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} else {
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BrightnessFactor = NewBrightnessForBrightest/BrightnessForBrightest;
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}
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if (WhitenessFactor) {
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// BG colours
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for (int colour = 0; colour <= 3; colour++) {
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u16 colourRGB = systemMonoPalette[colour];
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float colourBrightness = BL[colour];
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float indexBrightness = BL[3-Darkness[colour]];
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colourRGB = changeColourBrightness(colourRGB, indexBrightness/colourBrightness);
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gbPalette[0+DarkestToBrightestIndex[colour]] = changeColourWhiteness(colourRGB, WhitenessFactor);
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}
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// Window colours
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for (int colour = 0; colour <= 3; colour++) {
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u16 colourRGB = systemMonoPalette[4+colour];
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float colourBrightness = BL[colour];
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float indexBrightness = BL[3-Darkness[colour]];
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colourRGB = changeColourBrightness(colourRGB, indexBrightness/colourBrightness);
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gbPalette[4+DarkestToBrightestIndex[colour]] = changeColourWhiteness(colourRGB, WhitenessFactor);
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}
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} else {
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// BG colours
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for (int colour = 0; colour <= 3; colour++) {
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u16 colourRGB = systemMonoPalette[colour];
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float colourBrightness = BL[colour];
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float indexBrightness = BL[3-Darkness[colour]]*BrightnessFactor;
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gbPalette[0+DarkestToBrightestIndex[colour]] = changeColourBrightness(colourRGB, indexBrightness/colourBrightness);
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}
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// Window colours
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for (int colour = 0; colour <= 3; colour++) {
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u16 colourRGB = systemMonoPalette[4+colour];
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float colourBrightness = BL[colour];
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float indexBrightness = BL[3-Darkness[colour]]*BrightnessFactor;
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gbPalette[4+DarkestToBrightestIndex[colour]] = changeColourBrightness(colourRGB, indexBrightness/colourBrightness);
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}
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}
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}
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u8 oldObp0 = 0xFF;
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void gbSetObj0Palette(u8 value, bool ColoursChanged = false) {
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static u8 DarkestToBrightestIndex[3] = {3, 2, 1};
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static u8 Darkness[3] = {1, 2, 3};
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static float BrightnessForBrightest, BrightnessForDarkest; // brightness of palette when indexes are right
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// darkness of each index (0 = white, 3 = black)
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gbObp0[0] = value & 0x03;
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gbObp0[1] = (value & 0x0c)>>2;
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gbObp0[2] = (value & 0x30)>>4;
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gbObp0[3] = (value & 0xc0)>>6;
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// Don't mess with the palette unless we have a Mono gameboy and either the colours changed
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// or the brightness palette changed.
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if ((value==oldObp0 && !ColoursChanged) || gbCgbMode || gbSgbMode || !ColorizeGameboy) return;
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bool dup = false;
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int dupDarkness = -1;
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if (value!=oldObp0) {
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#ifdef CARLLOG
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const char DN[5] = "3210";
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log("Obj0 Pal: %c %c %c", DN[gbObp0[1]], DN[gbObp0[2]], DN[gbObp0[3]]);
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#endif
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// check for duplicates
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for (int i=1; i<=2; i++)
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for (int j=i+1; j<=3; j++)
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if (gbObp0[i]==gbObp0[j]) {
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dup=true;
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dupDarkness = gbObp0[i];
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break;
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}
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// We haven't had a full palette yet, so guess...
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if (dup && !HadObj1Pal) {
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int index;
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if (gbObp0[1]>gbObp0[3]) {
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for (int Colour=0; Colour<=2; Colour++) {
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index = Colour+1;
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DarkestToBrightestIndex[Colour]=index;
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Darkness[Colour]=gbObp0[index];
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}
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} else {
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for (int Colour=0; Colour<=2; Colour++) {
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index = 2-Colour+1;
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DarkestToBrightestIndex[Colour]=index;
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Darkness[Colour]=gbObp0[index];
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}
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}
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// brightness of brightest colour
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BrightnessForBrightest = BL[3-gbObp0[DarkestToBrightestIndex[2]]];
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BrightnessForDarkest = BL[3-gbObp0[DarkestToBrightestIndex[0]]];
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} else if (!dup) { // no duplicates, therefore a complete brightness palette change
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HadObj0Pal = true;
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// now we need to map them from darkest to brightest
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int Colour = 0;
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for (int darkness = 3; darkness>=0; darkness--) {
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for (int index=1; index<=3; index++) {
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if (gbObp0[index]==darkness) {
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DarkestToBrightestIndex[Colour]=index;
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Darkness[Colour]=gbObp0[index];
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Colour++;
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break;
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}
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}
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}
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// brightness of brightest colour
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BrightnessForBrightest = BL[3-gbObp0[DarkestToBrightestIndex[2]]];
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BrightnessForDarkest = BL[3-gbObp0[DarkestToBrightestIndex[0]]];
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} else { // duplicates implies fading in or out
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// since we are really trying to fade, not change palette,
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// rely on previous DarkestToBrightest list
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}
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}
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float NewBrightnessForBrightest = BL[3-gbObp0[DarkestToBrightestIndex[2]]];
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float BrightnessFactor;
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float WhitenessFactor = 0;
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// check if they are trying to make the palette whiter
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if (dupDarkness==0) {
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// Multiple colours set to white
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BrightnessFactor = 0;
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float MaxWhiteness = 0;
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int i;
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for (i=1; i<=3; i++) {
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WhitenessFactor+=BL[3-gbObp0[i]]-BL[3-(i-1)];
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MaxWhiteness+=BL[3]-BL[3-(i-1)];
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}
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WhitenessFactor = WhitenessFactor / (MaxWhiteness+0.3f);
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// check if they are trying to make the palette brighter
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} else if (NewBrightnessForBrightest==1.0f && BrightnessForBrightest==1.0f) {
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float NewBrightnessForDarkest = BL[3-gbObp0[DarkestToBrightestIndex[0]]];
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BrightnessFactor = NewBrightnessForDarkest/BrightnessForDarkest;
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} else {
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BrightnessFactor = NewBrightnessForBrightest/BrightnessForBrightest;
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}
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if (WhitenessFactor) {
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for (int colour = 0; colour <= 2; colour++) {
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u16 colourRGB = systemMonoPalette[colour+8];
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float colourBrightness = BL[colour+1];
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float indexBrightness = BL[3-Darkness[colour]];
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colourRGB = changeColourBrightness(colourRGB, indexBrightness/colourBrightness);
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gbPalette[8+DarkestToBrightestIndex[colour]] = changeColourWhiteness(colourRGB, WhitenessFactor);
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}
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} else {
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for (int colour = 0; colour <= 2; colour++) {
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u16 colourRGB = systemMonoPalette[colour+8];
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float colourBrightness = BL[colour+1];
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float indexBrightness = BL[3-Darkness[colour]]*BrightnessFactor;
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gbPalette[8+DarkestToBrightestIndex[colour]] = changeColourBrightness(colourRGB, indexBrightness/colourBrightness);
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}
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}
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gbPalette[8] = 0; // always transparent
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}
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u8 oldObp1 = 0xFF;
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void gbSetObj1Palette(u8 value, bool ColoursChanged = false) {
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static u8 DarkestToBrightestIndex[3] = {3, 2, 1};
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static u8 Darkness[3] = {1, 2, 3};
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static float BrightnessForBrightest, BrightnessForDarkest; // brightness of palette when indexes are right
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// darkness of each index (0 = white, 3 = black)
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gbObp1[0] = value & 0x03;
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gbObp1[1] = (value & 0x0c)>>2;
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gbObp1[2] = (value & 0x30)>>4;
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gbObp1[3] = (value & 0xc0)>>6;
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// Don't mess with the palette unless we have a Mono gameboy and either the colours changed
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// or the brightness palette changed.
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if ((value==oldObp1 && !ColoursChanged) || gbCgbMode || gbSgbMode || !ColorizeGameboy) return;
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bool dup = false;
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int dupDarkness = -1;
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if (value!=oldObp1) {
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#ifdef CARLLOG
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const char DN[5] = "3210";
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log("Obj1 Pal: %c %c %c", DN[gbObp1[1]], DN[gbObp1[2]], DN[gbObp1[3]]);
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#endif
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// check for duplicates
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for (int i=1; i<=2; i++)
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for (int j=i+1; j<=3; j++)
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if (gbObp1[i]==gbObp1[j]) {
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dup=true;
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dupDarkness=gbObp1[i];
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break;
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}
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// We haven't had a full palette yet, so guess...
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if (dup && !HadObj1Pal) {
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int index;
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if (gbObp1[1]>gbObp1[3]) {
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for (int Colour=0; Colour<=2; Colour++) {
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index = Colour+1;
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DarkestToBrightestIndex[Colour]=index;
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Darkness[Colour]=gbObp1[index];
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}
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} else {
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for (int Colour=0; Colour<=2; Colour++) {
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index = 2-Colour+1;
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DarkestToBrightestIndex[Colour]=index;
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Darkness[Colour]=gbObp1[index];
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}
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}
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// brightness of brightest colour
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BrightnessForBrightest = BL[3-gbObp1[DarkestToBrightestIndex[2]]];
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BrightnessForDarkest = BL[3-gbObp1[DarkestToBrightestIndex[0]]];
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} else if (!dup) { // no duplicates, therefore a complete palette change
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HadObj1Pal = true;
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// now we need to map them from darkest to brightest
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int Colour = 0;
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for (int darkness = 3; darkness>=0; darkness--) {
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for (int index=1; index<=3; index++) {
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if (gbObp1[index]==darkness) {
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DarkestToBrightestIndex[Colour]=index;
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Darkness[Colour]=gbObp1[index];
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Colour++;
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break;
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}
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}
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}
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// brightness of brightest colour
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BrightnessForBrightest = BL[3-gbObp1[DarkestToBrightestIndex[2]]];
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BrightnessForDarkest = BL[3-gbObp1[DarkestToBrightestIndex[0]]];
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} else { // duplicates implies fading in or out
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// since we are really trying to fade, not change palette,
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// rely on previous DarkestToBrightest list
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}
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}
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float NewBrightnessForBrightest = BL[3-gbObp1[DarkestToBrightestIndex[2]]];
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float BrightnessFactor;
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float WhitenessFactor = 0;
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// check if they are trying to make the palette whiter
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if (dupDarkness==0) {
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// Multiple colours set to white
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BrightnessFactor = 0;
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float MaxWhiteness = 0;
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int i;
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for (i=1; i<=3; i++) {
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WhitenessFactor+=BL[3-gbObp1[i]]-BL[3-(i-1)];
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MaxWhiteness+=BL[3]-BL[3-(i-1)];
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}
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WhitenessFactor = WhitenessFactor / (MaxWhiteness+0.3f);
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// check if they are trying to make the palette brighter
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} else if (NewBrightnessForBrightest==1.0f && BrightnessForBrightest==1.0f) {
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float NewBrightnessForDarkest = BL[3-gbObp1[DarkestToBrightestIndex[0]]];
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BrightnessFactor = NewBrightnessForDarkest/BrightnessForDarkest;
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} else {
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BrightnessFactor = NewBrightnessForBrightest/BrightnessForBrightest;
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}
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if (WhitenessFactor) {
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for (int colour = 0; colour <= 2; colour++) {
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u16 colourRGB = systemMonoPalette[colour+11];
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float colourBrightness = BL[colour+1];
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float indexBrightness = BL[3-Darkness[colour]];
|
|
colourRGB = changeColourBrightness(colourRGB, indexBrightness/colourBrightness);
|
|
gbPalette[12+DarkestToBrightestIndex[colour]] = changeColourWhiteness(colourRGB, WhitenessFactor);
|
|
}
|
|
} else {
|
|
for (int colour = 0; colour <= 2; colour++) {
|
|
u16 colourRGB = systemMonoPalette[colour+11];
|
|
float colourBrightness = BL[colour+1];
|
|
float indexBrightness = BL[3-Darkness[colour]]*BrightnessFactor;
|
|
gbPalette[12+DarkestToBrightestIndex[colour]] = changeColourBrightness(colourRGB, indexBrightness/colourBrightness);
|
|
}
|
|
}
|
|
gbPalette[12] = 0; // always transparent
|
|
}
|
|
|
|
bool StartColorizing() {
|
|
if ((!GCSettings.colorize) || gbSgbMode || gbCgbMode) return false;
|
|
if (ColorizeGameboy) return true;
|
|
ColorizeGameboy = true;
|
|
gbSetBGPalette(oldBgp);
|
|
gbSetObj0Palette(oldObp0);
|
|
gbSetObj1Palette(oldObp1);
|
|
return true;
|
|
}
|
|
|
|
void StopColorizing() {
|
|
if(!ColorizeGameboy || gbSgbMode || gbCgbMode) return;
|
|
for(int i = 0; i < 12; i++)
|
|
gbPalette[i] = systemGbPalette[gbPaletteOption*12+i];
|
|
ColorizeGameboy = false;
|
|
}
|
|
|
|
// convert 0xRRGGBB to our 15 bit format
|
|
u16 Make15Bit(u32 rgb) {
|
|
return ((rgb >> 19) & 0x1F) | (((rgb >> 11) & 0x1F) << 5) | (((rgb >> 3) & 0x1F) << 10);
|
|
}
|
|
|
|
u32 OldObpBright[2]={0}, OldObpMedium[2]={0}, OldObpDark[2]={0};
|
|
|
|
void gbSetSpritePal(u8 WhichPal, u32 bright, u32 medium, u32 dark) {
|
|
if (!StartColorizing()) return;
|
|
// cancel if we already set to these colours
|
|
if (WhichPal>0) {
|
|
int p = WhichPal-1;
|
|
if (OldObpBright[p]==bright && OldObpMedium[p]==medium && OldObpDark[p]==dark) return;
|
|
}
|
|
int index = 0;
|
|
// check if we are setting both sprite palettes at once
|
|
if (WhichPal==0) {
|
|
gbSetSpritePal(1, bright, medium, dark);
|
|
gbSetSpritePal(2, bright, medium, dark);
|
|
return;
|
|
} else if (WhichPal==1) index = 8; // Obj0
|
|
else if (WhichPal==2) index=11; // Obj1
|
|
// save colours as 15 bit
|
|
systemMonoPalette[index]=Make15Bit(dark);
|
|
systemMonoPalette[index+1]=Make15Bit(medium);
|
|
systemMonoPalette[index+2]=Make15Bit(bright);
|
|
// change the brightness palette
|
|
if (WhichPal==1) {
|
|
u8 old = oldObp0;
|
|
oldObp0 +=1;
|
|
gbSetObj0Palette(old);
|
|
} else if (WhichPal==2) {
|
|
u8 old = oldObp1;
|
|
oldObp1 +=1;
|
|
gbSetObj1Palette(old);
|
|
}
|
|
}
|
|
|
|
void gbSetSpritePal(u8 WhichPal, u32 bright) {
|
|
u8 r = (bright >> 16) & 0xFF;
|
|
u8 g = (bright >> 8) & 0xFF;
|
|
u8 b = (bright >> 0) & 0xFF;
|
|
u32 medium = (((u32)(r*0.7f)) << 16) | (((u32)(g*0.7f)) << 8) | (((u32)(b*0.7f)) << 0);
|
|
u32 dark = (((u32)(r*0.4f)) << 16) | (((u32)(g*0.4f)) << 8) | (((u32)(b*0.4f)) << 0);
|
|
gbSetSpritePal(WhichPal, bright, medium, dark);
|
|
}
|
|
|
|
u32 OldBgBright=0, OldBgMedium=0, OldBgDark=0, OldBgBlack=0;
|
|
|
|
void gbSetBgPal(u8 WhichPal, u32 bright, u32 medium, u32 dark, u32 black=0x000000) {
|
|
if (!StartColorizing()) return;
|
|
if (OldBgBright==bright && OldBgMedium==medium && OldBgDark==dark && OldBgBlack==black)
|
|
return;
|
|
int index = 0;
|
|
if (WhichPal==0) {
|
|
gbSetBgPal(1, bright, medium, dark, black);
|
|
gbSetBgPal(2, bright, medium, dark, black);
|
|
return;
|
|
} else if (WhichPal==1) index = 0; // background
|
|
else if (WhichPal==2) index=4; // window
|
|
systemMonoPalette[index]=Make15Bit(black);
|
|
systemMonoPalette[index+1]=Make15Bit(dark);
|
|
systemMonoPalette[index+2]=Make15Bit(medium);
|
|
systemMonoPalette[index+3]=Make15Bit(bright);
|
|
gbSetBGPalette(oldBgp, true);
|
|
OldBgBright = bright;
|
|
OldBgMedium = medium;
|
|
OldBgDark = dark;
|
|
OldBgBlack = black;
|
|
}
|
|
|
|
void gbSetBgPal(u8 WhichPal, u32 bright) {
|
|
u8 r = (bright >> 16) & 0xFF;
|
|
u8 g = (bright >> 8) & 0xFF;
|
|
u8 b = (bright >> 0) & 0xFF;
|
|
u32 medium = (((u32)(r*0.7f)) << 16) | (((u32)(g*0.7f)) << 8) | (((u32)(b*0.7f)) << 0);
|
|
u32 dark = (((u32)(r*0.4f)) << 16) | (((u32)(g*0.4f)) << 8) | (((u32)(b*0.4f)) << 0);
|
|
u32 black = (((u32)(r*0.1f)) << 16) | (((u32)(g*0.1f)) << 8) | (((u32)(b*0.1f)) << 0);
|
|
gbSetBgPal(WhichPal, bright, medium, dark, black);
|
|
}
|
|
|
|
// Set the whole 14-colour palette
|
|
void gbSetPalette(u32 RRGGBB[]) {
|
|
gbSetBgPal(1, RRGGBB[0], RRGGBB[1], RRGGBB[2], RRGGBB[3]);
|
|
gbSetBgPal(2, RRGGBB[4], RRGGBB[5], RRGGBB[6], RRGGBB[7]);
|
|
gbSetSpritePal(1, RRGGBB[8], RRGGBB[9], RRGGBB[10]);
|
|
gbSetSpritePal(2, RRGGBB[11], RRGGBB[12], RRGGBB[13]);
|
|
}
|
|
|
|
void gbPaletteReset() {
|
|
HadBgPal = HadObj0Pal = HadObj1Pal = false;
|
|
oldBgp = 0xFC;
|
|
oldObp0 = oldObp1 = 0xFF;
|
|
OldBgBright=0; OldBgMedium=0; OldBgDark=0; OldBgBlack=0;
|
|
for (int i=0; i<=1; i++) {
|
|
OldObpBright[i]=OldObpMedium[i]=OldObpDark[i]=0;
|
|
}
|
|
}
|