I definitely find my method easier :p
Last question: while double-buffering, isn't that true that you have small lateness of one frame? I mean, the table is uploaded frame X, but is really loaded with HDMA at frame X+1, so there's a sort of latency?
I pasted one of the codes directly into LevelASM and inserted with Xkas. When I opened up the ROM in my emulator, I heard the music but nothing was on the screen. I put the HDMA on C7, the title screen level. Any help? P.S. I used the 3rd code for a color gradient.
-------------------- “The moment you declare a set of ideas to be immune from criticism, satire, derision, or contempt, freedom of thought becomes impossible.” - Salman Rushdie
Could you make a easy code, the darkness is only at the top?
REP #$20 ; 16 bit A
LDA #$0000 ; $43X0 = 00
STA $4330 ; $43x1 = 00
LDA #LVL1BRIGHT ; get pointer to brightness table
STA $4332 ; store it to low and high byte pointer
PHK ; get bank
STY $4334 ; store to bank pointer byte
SEP #$20 ; 8 bit A
LDA #$08 ; Enable HDMA on channel 3
TSB $0D9F ;
RTS ; return
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How could one go about making a translucent color gradient that appears above Layer 1, Layer 2 and sprites, similar to the darkness gradient in the examples? What I would like to pull of is some sort of fiery glowing effect that would appear over everything at the bottom of the screen.
Here's a question: Can you have to HDMA in one level?
In terms of gradients, you can really only have 1 per level (excluding a brightness gradient), since having more than 1 color gradient seems kinda silly. You can definitely have, say, wavy HDMA and a color gradient in the same level, though.