#29000 - identitycrisisuk - Tue Nov 09, 2004 10:30 pm
I'm posssibly using this for a lot less complex task than it was designed for but I'm using markus@console-dev.de's gfx2gba program to convert a 16 colour bitmap for the GBA. Because I'm not using all of the colours defined in the 16 colour palette in the bitmap, the progam always seems to simplify it as much as it can, only writing the colours that are used in the sprite to the palette that is output and subsequently changing the indexes used in the raw sprite data output. I suppose this would not be a problem if you have a sprite with 16 colours in it but I just find it a bit unsettling when I'm starting small and want to understand completely what is going on. Is there any way to stop it from optimising the palette and make it write out all of the colours even if they are not used?
Also, the arrays it outputs for the raw data are unsigned chars. Will I get the picture correctly if I cast this array to a u16 when I read it in to VRAM? i.e. would two u8's in an array {0x01, 0x23} be read as 0x2301 when cast to a u16 (which would be correct) or would it be 0x0123.
Thanks for any help.
Also, the arrays it outputs for the raw data are unsigned chars. Will I get the picture correctly if I cast this array to a u16 when I read it in to VRAM? i.e. would two u8's in an array {0x01, 0x23} be read as 0x2301 when cast to a u16 (which would be correct) or would it be 0x0123.
Thanks for any help.