Update Notes

Bill Niblock 2024-08-22 15:17:14 +00:00
parent b50cabcff1
commit 56168653f0

@ -24,4 +24,8 @@ Update: This kind of works! Except, it's palette _swapping_, not palette _replac
```
local light_grey = peek4(mem)
```
Repeat for everything.
Repeat for everything.
Update: this also works, kind of. The tiles use whatever the **current** values of the palette are. Thus, I think the way to handle this is two-fold. First, leverage both vbanks. vbank(0) will be the map. The palette will reflect this. vbank(1) will be everything else. I think for events, the pause screen, etc.. I can leverage the additional memory banks. However, I can also just draw the stuff without having to rely on the various "helper" functions. Putting the events into their own memory banks might allow me to do some cool pixel art though.
Lighting as an overlay makes sense in this game. Anywhere there's light, it will display the full-color. Anywhere there isn't light, it will be grey-scale. Light = vbank(1); Grey = vbank(0)