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PostPosted: Tue Dec 05, 2017 9:31 am 
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It looks less unique with the black background, since tons of early games had black backgrounds, but there's no denying it's easier on the eyes than full on white. Honey herself probably needs a slightly lighter outline to work with the new background, though.


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PostPosted: Tue Dec 05, 2017 10:10 am 
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I like it black but, as mentioned, you should try lighter colours in the sprite palettes. In my two consoles (a nes clone from the early 90s and a current chinese famiclone) the $0X colours tend to be quite dark. Have you tested it in real hardware?

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PostPosted: Tue Dec 05, 2017 10:32 am 
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I've tested the white version on real hardware.

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PostPosted: Tue Dec 05, 2017 12:41 pm 
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I'm with everyone else -- the black looks better, but doesn't look as unique.

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PostPosted: Tue Dec 05, 2017 1:20 pm 
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I'm going to leave black as "optional" for now.

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PostPosted: Wed Dec 06, 2017 12:05 am 
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The black color gives it some depth the white one lacks.
Cool project.


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PostPosted: Wed Dec 06, 2017 3:45 am 
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The black looks better, but I think it's a good idea to keep the option of being able to select the background color

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PostPosted: Wed Dec 06, 2017 2:14 pm 
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I liked the white backgrounds, but I don't expect this to be a decision by vote. ;)


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PostPosted: Mon Dec 11, 2017 6:46 am 
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I made this optimization today...

replaced pal_col() with inline assembly macro fast_pal_col()

pal_col() compiles into this...

lda #$11 ;2 bytes
jsr pusha ;3 bytes
lda _colorHair ;2 bytes
jsr _pal_col ;3 bytes
;total 10 bytes

and these...

#define fast_pal_col(a, b) \
__asm__ ("lda #%b", b); \
__asm__ ("ldx #%b", a); \
__asm__ ("sta $1c0, x");

//a version with a variable for the color value, %v is global variable
#define fast_pal_col2(a, b) \
__asm__ ("lda %v", b); \
__asm__ ("ldx #%b", a); \
__asm__ ("sta $1c0, x");

are 7 bytes each. 3 bytes savings

I have 60 references to pal_col in my code x 3 = 180 bytes I freed up.

I also had to comment out these lines in neslib.s at line 45.

; lda <PAL_UPDATE ;update palette if needed
; bne @updPal
; jmp @updVRAM

so it actually does the palette update.



The game is 99% done. Just needs the final song and a few tweaks / testing.

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