include/nds/arm9/PA_Palette.h File Reference

Everything concerning the palette system. More...


Defines

#define PA_LoadBgExtPal(screen, bg_number, palette)   PA_LoadBgPal(screen, bg_number, palette)
#define PAL_BG0   0x05000000
#define PAL_SPRITE0   0x05000200
#define PAL_BG1   0x05000400
#define PAL_SPRITE1   0x05000600
#define REG_BRIGHT   0x0400006C
#define PA_LoadPal(palette, source)
 Load a 256 color palette in the Bg or Sprite palette of screen 0 or 1. Ex : PA_LoadPal(PALETTE_BG1, bg_pal);.
#define PA_LoadPal16(palette, n_palette, source)   DMA_Copy((void*)source, (void*)(palette + (n_palette << 5)), 16, DMA_16NOW)
 Load a 16 color palette in the Bg or Sprite palette of screen 0 or 1. Ex : PA_LoadPal16(PALETTE_BG1, 4, bg_pal);.
#define PA_LoadSprite16cPal(screen, n_palette, palette)   PA_LoadPal16((PAL_SPRITE0+(0x400*screen)), (n_palette), palette)
 Load a 16 color palette for sprites.
#define PA_RGB(r, g, b)   ((1 << 15) + (r) + ((g)<<5) + ((b)<<10))
 Convert Red, Green, and Blue color indexes into a number used in the palette system. Careful : the R, G, B values range from 0 to 31 on gba !
#define PA_SetBgPalCol(screen, color_number, colorRGB)   BG_PALETTE[color_number + ((screen) << 9)] = colorRGB
 Change the color of one of the main background palette colors. Not used anymore.
#define PA_AdjustCol(color, bright)   color+= bright; if (color < 0) color = 0; if (color > 31) color = 31

Functions

void PA_LoadSpriteExtPal (u8 screen, u16 palette_number, void *palette)
void PA_Load8bitBgPal (u8 screen, void *Pal)
 Load a palette to be used by the 8bit background.
void PA_SetBrightness (u8 screen, s8 bright)
 Set the screen's brightness.
void PA_SetPalNeg (u32 palette)
 Set all the palette's color to negative. To undo this, simply negative again...
void PA_SetPal16Neg (u32 palette, u8 n_palette)
 Set 16 color palette to negative. To undo this, simply negative again...
void PA_InitSpriteExtPal (void)
 Initialise 16 palette mode for 256 color sprites. Done by default.
void PA_InitBgExtPal (void)
 Initialise 16 palette mode for 256 color backgrounds.
void PA_LoadSpritePal (u8 screen, u8 palette_number, void *palette)
 Load a 256 color palette for Sprites.
void PA_LoadBgPalN (u8 screen, u8 bg_number, u8 pal_number, void *palette)
 Load a 256 color palette in the Background palettes, to a given slot.
void PA_LoadBgPal (u8 screen, u16 bg_number, void *palette)
 Load a 256 color palette in the Background palettes.
void PA_SetBgPalNCol (u8 screen, u8 bg_number, u8 pal_number, u8 color_number, u16 color)
 Change the color of one of the backgrounds' palettes' colors.
void PA_SetBgColor (u8 screen, u16 color)
 Change the background color of a given screen.
void PA_SetSpritePalCol (u8 screen, u8 pal_number, u8 color_number, u16 color)
 Changes a color in a sprite palette.
void PA_3DSetSpritePalCol (u8 pal_number, u8 color_number, u16 color)
 Changes a color in a 3d sprite palette.
void PA_CreatePalBright (u16 *pal, u16 *newpal, s8 bright)
void PA_CreatePalTransition (u16 *pal, u16 *newpal, s8 level, u8 destr, u8 destg, u8 destb)
void * PA_GetBgPal (u8 screen, u8 bg_number)


Detailed Description

Everything concerning the palette system.

Not much for now, only a function to load a complete palette to a given palette


Define Documentation

#define PA_LoadBgExtPal ( screen,
bg_number,
palette   )     PA_LoadBgPal(screen, bg_number, palette)

#define PAL_BG0   0x05000000

#define PAL_BG1   0x05000400

#define PAL_SPRITE0   0x05000200

#define PAL_SPRITE1   0x05000600

#define REG_BRIGHT   0x0400006C


Function Documentation

void* PA_GetBgPal ( u8  screen,
u8  bg_number 
) [inline]

void PA_LoadSpriteExtPal ( u8  screen,
u16  palette_number,
void *  palette 
)


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