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| From: | Damian Yerrick <DELCAPSyerricde AT pineight DOT 8mSOFTWARE DOT com> |
| Newsgroups: | comp.os.msdos.djgpp |
| Subject: | Re: Error blitting to bitmap |
| Organization: | Pin Eight Software <http://yerricde.tripod.com/binaries/> |
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| References: | <F77915E7F086D31197F4009027CC81C903CA2A AT ASL-NT-EXCH2> <3817D3CE DOT 6A9FCBAB AT snetch DOT cpg DOT com DOT au> |
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| NNTP-Posting-Date: | Thu, 28 Oct 1999 15:45:44 GMT |
| Distribution: | world |
| Date: | Thu, 28 Oct 1999 15:45:44 GMT |
| To: | djgpp AT delorie DOT com |
| DJ-Gateway: | from newsgroup comp.os.msdos.djgpp |
| Reply-To: | djgpp AT delorie DOT com |
On Thu, 28 Oct 1999 14:40:46 +1000,
Michael Abbott aka frEk <20014670 AT snetch DOT cpg DOT com DOT au> wrote:
> I write a lot of GameBoy stuff so recently I was trying to write a 4
> colour quantizer to convert to the GameBoy's screen. I used
> generate_optimized_palette with an array leaving 4 values and it left me
> a protection fault. As soon as I changed the number of colours needed to
> 256 colours it worked. Would there be any reason it's doing this?
Your Game Boy(R) optimized palette would be
{63, 63, 63}, {42, 42, 42}, {21, 21, 21}, {0, 0, 0}
unless you're coding for Game Boy Color.
Know of any good Web tutorials on Z80 and Game Boy coding?
--
Damian Yerrick
Visit my web site: http://yerricde.spedia.net/
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