RIP-Comm / clementine

Gameboy Advance emulator.

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Palette Visualizer

gallottino opened this issue · comments

I checked in the documentation and GBA has many MODES to render the screen.
I'm starting to study the MODE 0 and MODE 1: they use palettes to render some tiles built by memory indices referring to palette RAM.

It can be useful to have a widget to visualize this part of memory and to check colors and palette(s) inside. This is also preparatory to implement the real render algorithm in ppu.rs

From the documentation:

Color Palette RAM
Each BG and OBJ palette RAM may be either split into 16 palettes with 16 colors each, or may be used as a single palette with 256 colors.

Color Definitions
Each color occupies two bytes (same for 327688 BG modes):
[0-4] Red Intensity (0-31)
[5-9] Green Intensity (0-31)
[10-14] Blue Intensity (0-31)
15 Not used