Bregalad wrote:
Well, personally I prefer when dark color becomes black before light colors for some reason. I think it looks better, but you can disagree (that's why I proposed to do it that way as well for fade-in).
I actually haven't tried the linear approach yet, I just assumed it would look better and feel smoother, but maybe you are right.
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I'll definitely use my technique for my games, and your table method sound like a terrible waste of ROM to me.
Again the ROM space issue... Advanced techniques require more ROM and RAM, but if you are using a board that supports the extra memory there is no reason why you shouldn't do it.
I'm using a bit less than 1KB for my brightness tables, and although it might sound like much for a NROM or CNROM project, it's nothing for a TKROM game with 256KB of ROM. I even have all my PPU updating routines in a separate bank, since they are not needed during game logic, and if I didn't have tables like these I wouldn't even be able to use the space for something else anyway.
The method I presented is a perfectly valid option, and much more versatile than "subtract 16" as I've already explained, so please don't ditch it just because it isn't suited to your current project. If your next project uses a less limited board, you might realize that you don't have to be so greedy with memory. Some effects and performance gains are well worth the necessary memory, hopefully you'll see that.
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But if it works that way for you go ahead for it.
OK, thanks. And if you can get away without this kind of stuff, good for you too. There is nothing wrong with either approach, they're both valid options.
Dwedit wrote:
I say try to imitate what other games did. They just subtracted to get the darker color, then replaced it with black.
Yeah, keep doing only what has already been done and nothing really creative will ever show up. We can sure learn from the old games, but even the programmers back then weren't perfect, you know?