Author Topic: Temporal Flux Plugins  (Read 39738 times)

Vehek

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Re: Temporal Flux Plugins
« Reply #180 on: January 19, 2023, 11:06:59 pm »
Hmmm... I was pretty sure that somebody figured this out before... and that what I suggested, could elaborate upon it by a few simple hacks.

You might remember from back in the day there was an event trick to color the text.
How to change text color:

I don't know the details for it but apparently this command can change the color of the text in the dialogue boxes:

MemCpy2E(43, 09, 05, 01, 00)

This one makes the text yellow, but other variants are possible.
(Now known as "ColorMath", under Scene Manipulation. Don't know the equivalent parameters under the revised command description yet.)
But that changed all the text at once. It appears to alter the palette data directly. The text is still sharing one palette. I think the SNES can't update VRAM (including the palette) on the horizontal render, only vertical (by scanline), and that still requires some tracking to time it right.

trig

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Re: Temporal Flux Plugins
« Reply #181 on: January 20, 2023, 01:04:35 pm »
only vertical update VRAM (including the palette) [...] (by scanline), and that still requires some tracking to time it right.
If that's achieved, could
colored text
be delimited by line breaks?

(If it's not too limiting to work with—or too ugly)

Mauron

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Re: Temporal Flux Plugins
« Reply #182 on: January 20, 2023, 10:19:09 pm »
Zakyrus may be thinking of changing text color in the menus. I believe it would be possible to add control codes directly into item names to use existing colors already supported by the menu. I haven't fully explored this option though, since it's a rather limited use case.