Fading colors: Difference between revisions
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[[File:0003.png|frame|Fix wipe in Metal Slug 3]] | [[File:0003.png|frame|Fix wipe in Metal Slug 3]] | ||
Since it has the highest priority on the screen, the [[fix layer]] can be used to fade the underlaying display by using dithered tiles | Since it has the highest priority on the screen, the [[fix layer]] can be used as a mask to fade the underlaying display by using dithered tiles. | ||
This can only be | This can only be done if the fix doesn't have to show important information during fading. | ||
[[Metal Slug 3]] clears the HUD then does this for wiping transitions between level sections. | |||
=Real-time fading code= | =Real-time fading code= |
Revision as of 04:17, 26 September 2023
Palette fade
Real-time
Palettes can be faded to white or black by respectively incrementing or decrementing each color component of each color individually. Of course, care has to be taken so that each value stops at 31 or 0.
Fading to a specific color can also be done this way, by comparing each color components with the target ones and incrementing/decrementing them accordingly (see example code).
Pre-computed
Real time fading is very flexible but also very CPU intensive. Another way to fade palettes is to pre-compute all the steps and store them into ROM for simple lookup. This method requires very little CPU but uses more ROM space.
Simulated fade
Since it has the highest priority on the screen, the fix layer can be used as a mask to fade the underlaying display by using dithered tiles. This can only be done if the fix doesn't have to show important information during fading.
Metal Slug 3 clears the HUD then does this for wiping transitions between level sections.
Real-time fading code
NG2RGB:
;D3:NG Palette word -> D2:RGB555 word (ignores common bit)
clr.l d2
;Red
move.w d3,d0 ;DrvbRRRRVVVVBBBB
andi.w #$0F00,d0 ;____RRRR________
lsl.w #3,d0 ;_RRRR___________
or.w d0,d2
move.w d3,d0
andi.w #$4000,d0 ;_r______________
lsr.w #4,d0 ;_____r__________
or.w d0,d2 ;_RRRRr__________
;Green
move.w d3,d0 ;DrvbRRRRVVVVBBBB
andi.w #$00F0,d0 ;________VVVV____
lsl.w #2,d0 ;______VVVV______
or.w d0,d2 __RRRRrVVVV______
move.w d3,d0
andi.w #$2000,d0 ;__v_____________
lsr.w #8,d0 ;__________v_____
or.w d0,d2 ;_RRRRrVVVVv_____
;Blue
move.w d3,d0 ;DrvbRRRRVVVVBBBB
andi.w #$000F,d0 ;____________BBBB
lsl.b #1,d0 ;___________BBBB_
or.w d0,d2 ;_RRRRrVVVVvBBBB_
move.w d3,d0
andi.w #$1000,d0 ;___b____________
rol.w #4,d0 ;_______________b
or.w d0,d2 ;_RRRRrVVVVvBBBBb
rts
RGB2NG:
;D4:RGB555 word -> D2:NG Palette word (ignores common bit)
clr.l d2
;Red
move.w d4,d0 ;_RRRRrVVVVvBBBBb
andi.w #$7800,d0 ;_RRRR___________
lsr.w #3,d0 ;____RRRR________
or.w d0,d2 ;____RRRR________
move.w d4,d0
andi.w #$0400,d0 ;_____r__________
lsl.w #4,d0 ;_r______________
or.w d0,d2 ;_r__RRRR________
;Green
move.w d4,d0
move.w d4,d1 ;_RRRRrVVVVvBBBBb
andi.w #$03C0,d0 ;______VVVV______
lsr.w #2,d0 ;________VVVV____
or.w d0,d2 ;_r__RRRRVVVV____
move.w d4,d0
andi.w #$0020,d0 ;__________v_____
lsl.w #8,d0 ;__v_____________
or.w d0,d2 ;_rv_RRRRVVVV____
;Blue
move.w d4,d0
move.w d4,d1 ;_RRRRrVVVVvBBBBb
andi.w #$001E,d0 ;___________BBBB_
lsr.b #1,d0 ;____________BBBB
or.w d0,d2 ;_rv_RRRRVVVVBBBB
move.w d4,d0
andi.w #$0001,d0 ;_______________b
ror.w #4,d0 ;___b____________
or.w d0,d2 ;_rvbRRRRVVVVBBBB
rts
RGB components can then be compared with a target palette in RAM and adjusted until they match, for example:
;Compares 555 RGB red in D0 with D1
andi.w #$7C00,d0
andi.w #$7C00,d1
cmp.w d1,d0
blo .lower
bhi .higher
bra .same
.lower:
addi.w #$0400,d4
bra .same
.higher:
subi.w #$0400,d4
.same: