im still working on my platformer trying to get the best quality in high res mode
im using multiple pallets and drawing most of the screen directly
the problem im facing is small buffers (images in ram that are constantly modified)
im wondering how i can use the drawing to screen buffer calls to redirect to my custom smaller buffer
another question is how to call the lcd shifting to move the entire sceen a pixel in a direction since redrawing the entire screen seems to be very slow
(also if your reading this, happy new year everyone)
I have not tried this myself, but if you want to e.g. direct drawBitmpap() to your own buffer you can use setFrameBufferTo() set the m_scrbuf temporarily to point to your own buffer. Looks like you have directly to change the width and height above. Restore the original values after the operation.
@Hanski ok i finaly got around to trying this. it seems like wen i call game.display.setFrameBufferTo(mybuffer); it draws the screen once and then stops updating the game, i have no clue why
has anyone looked into screen scrolling?
not sure but this is what i found in the lcd documentation Partial Screen Driving Position (R34h,R35h) Horizontal and Vertical RAM Address Position(R36h,R37h,R38h,R39h)
is there there any existing code for drawing 16pallet sprites to a 565 buffer?
iv been looking into it but i kinda get lost in code i think im looking for mode13 stuff
im abusing the setFrameBufferTo function to basicly draw a sprite to deal with ovelaping images in my hi res game wich is all drawing with directdraw to screen
i kinda want to use multiple pallets so the buffer has to be 565, but my sprites are all in the standard 4bpp
also want to draw that buffer with derectdraw as a 565 not sure if thats possible