From: Damian Yerrick Newsgroups: comp.os.msdos.djgpp Subject: Re: Error blitting to bitmap Organization: Pin Eight Software Message-ID: <1m4YOOVj79fEqhm+Jer3+PJKSioU@4ax.com> References: <3817D3CE DOT 6A9FCBAB AT snetch DOT cpg DOT com DOT au> X-Newsreader: Forte Agent 1.6/32.525 MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 19 X-Trace: /wObnc3yB7YkI5Q7hkA3ubtDCaGoxoyJ0rer1Kdwqwgls+Twkx6Ds2CR8IjXvMOl2E1HXwCio6fx!fnZ+bPVVREbziDMXax9bnDoSGhnM7vO3OS6b7b6mYSD3DpQRr2KpF5wLccnmQMvJ0w== X-Complaints-To: abuse AT gte DOT net X-Abuse-Info: Please be sure to forward a copy of ALL headers X-Abuse-Info: Otherwise we will be unable to process your complaint properly 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/