would have been easyer as a #define HIRESMODE
then relying on IDE
Yep. But: it seems you only have 2 targets showing, correct?
I just cloned from github and opened in 13.12 on windows and i see 4 targets
ok il redownload the files
I downloaded it and tried it (under windows 7) and I have 4 targets. When I switch targets I have to force a rebuild, but then it works.
ok got it working, not sure what changed, sorry for the inconvenience
No problem! I just noticed the sim had been putting bmp files in the bin/Debug and cleaned that up as well
I was wondering if the 256 color hi-res mode (with 1 color per tile and no overlap) is still happening?
yes, will happen. tiled modes coming
Awesome! Thanks!
Out of curiosity, how many bit graphics would that make it?
exactly like text modes on old roguelikes: 1-bit gfx with 1 color from a palette of 16 to each tile. Actually yo can use 2 colors (back & foreground)
could do multiple tiles with diferent color ontop echoter is the background can be transparent
though this type a thing might be useful wen loading sprites of sd card
Is there any way to disable the Pokitto overlay? So the window is just of the game?
inside PokittoSimulator.h, line 51:
/** SETTINGS FOR SIMULATOR **/
#define LCD_OPAQUENESS 190
#define FLICKER_AMOUNT 10
#define SIM_SDL_AUDIO 1 // nonzero = initialize SDL audio
#define SIM_FULLSCREEN 0 // nonzero = run in fullscreen. WARNING ! Debug may hang !
#define SIM_SHOWDEVICE 1 // nonzero = show Pokitto device in simulation
#define SCREENCAPTURE 0 // nonzero = the nth frame will be written to disk
#define SOUNDCAPTURE 0 // nonzero = continuous capture of sound stream to disk
#define USE_JOYSTICK 0