#14407 - WillyWonka - Tue Jan 06, 2004 1:55 am
I've been trying to figure out how to program the GBA for a couple of days now and I've read through the 7 GBA junkie tutorials and a number of other ones...
Anyways, I was taking a look at how Sonic Advance is put together in Visual Boy Advance and a couple of things poped up which I can't figure out.
1. When the Sonic Team and Sega logos appear, they have 2 different slide in effects, yet when I look in the background buffer, the final frame is there on background 2, even though it's animating on the screen. How are they doing that? (Mode 0)
2. While introducing the characters they use various background layers as masks. They have a white background with a cutout of sonic and below it they have a blue gradient. How do you punch out that hole in your image? Is there some way to set a specific colour to be 100% transparent? (Mode 0)
3. In the intro Dr. Eggman has a green gem in his hand and there are rays of light rotating around. Now as far as I can make out that's an alpha channel but viewing the top background layer in visual boy's tools just displays what appears to be random garbage. (And it's not a sprite)
They do something similar on the player select screen to fade the characters out by layering white blocks over the characters. Would this just be a background with 100% transparency somewhere and then they set some sort of fade variable?
The GBAJunkie tutorials don't cover this (At least I don't remember reading about these)
Anyways, I was taking a look at how Sonic Advance is put together in Visual Boy Advance and a couple of things poped up which I can't figure out.
1. When the Sonic Team and Sega logos appear, they have 2 different slide in effects, yet when I look in the background buffer, the final frame is there on background 2, even though it's animating on the screen. How are they doing that? (Mode 0)
2. While introducing the characters they use various background layers as masks. They have a white background with a cutout of sonic and below it they have a blue gradient. How do you punch out that hole in your image? Is there some way to set a specific colour to be 100% transparent? (Mode 0)
3. In the intro Dr. Eggman has a green gem in his hand and there are rays of light rotating around. Now as far as I can make out that's an alpha channel but viewing the top background layer in visual boy's tools just displays what appears to be random garbage. (And it's not a sprite)
They do something similar on the player select screen to fade the characters out by layering white blocks over the characters. Would this just be a background with 100% transparency somewhere and then they set some sort of fade variable?
The GBAJunkie tutorials don't cover this (At least I don't remember reading about these)