diff --git a/color/data/spritepalettes.asm b/color/data/spritepalettes.asm index b2767651..810cc8bc 100644 --- a/color/data/spritepalettes.asm +++ b/color/data/spritepalettes.asm @@ -181,7 +181,7 @@ SpritePalettes: RGB 31,25,13 RGB 16,16,16 RGB 0,0,0 - + ; SPRITE_PAL_RED RGB 27,31,27 RGB 31,19,10 diff --git a/color/vblank.asm b/color/vblank.asm index 06a0c735..d8242462 100644 --- a/color/vblank.asm +++ b/color/vblank.asm @@ -409,8 +409,8 @@ SetBlackColor: ret SetWhiteColor: - ld a, whiteLow - ld b, whiteHigh + ld a, LOW(wpWhite) + ld b, HIGH(wpWhite) ld c, 8 * 4 .loop ld [hli], a diff --git a/color/wram.asm b/color/wram.asm index 7a140dec..87bc697a 100644 --- a/color/wram.asm +++ b/color/wram.asm @@ -19,7 +19,7 @@ DEF W2_ScreenPalettesBuffer EQU $d500 ; 32x6 bytes (DMA-able), $d500-$d5c DEF W2_TownMapLoaded EQU $d700 DEF W2_TileBasedPalettes EQU $d701 DEF W2_StaticPaletteMapChanged EQU $d702 ; Set to a number >=3 if palette map is modified, since the window is drawn in thirds. Only for when TileBasedPalettes == 0. -DEF W2_UseOBP1 EQU $d703 ; If set, sprite palettes 4-7 use OBP1 instead of OBP0 +DEF W2_UseOBP1 EQU $d703 ; Set bits of the value to have palettes use OBP1 instead of OBP0 ; These are like W2_BgPaletteData/SprPaletteData, but they account for BGP/OBP0/OBP1. DEF W2_BgPaletteDataBuffer EQU $d704 diff --git a/includes.asm b/includes.asm index aa2ed325..86a7df1e 100644 --- a/includes.asm +++ b/includes.asm @@ -12,7 +12,6 @@ DEF COLOR_MATRIX = 1 ; 2 : hunterk Color Mangler matrix from their gbc shader ; 3 : Jojobear13 matrix from their "Built-in Color Correction for GBC games" tutorial - DEF GAMMA = 1.3 ; 0 or 1.0 to turn OFF ; Don't omit the .0 for integer numbers diff --git a/macros/gfx.asm b/macros/gfx.asm index 5b783a25..6966e1c0 100644 --- a/macros/gfx.asm +++ b/macros/gfx.asm @@ -102,12 +102,10 @@ MACRO RGB IF LCD_COLORS ; experimental, LCD color correction - DEF whiteHigh = HIGH(palred wRed + palgreen wGreen + palblue wBlue) - DEF whiteLow = LOW(palred wRed + palgreen wGreen + palblue wBlue) + DEF wpWhite = (palred wRed + palgreen wGreen + palblue wBlue) dw palred wpRed + palgreen wpGreen + palblue wpBlue ELSE - DEF whiteHigh = $FF - DEF whiteLow = $FF + DEF wpWhite = $FFFF dw palred (\1) + palgreen (\2) + palblue (\3) ENDC SHIFT 3