Comments (3)
Sorry! As you noticed, I was not handling the errors from the image library correctly! Thanks for letting me know, I created a new release tag and patched the build script.
Some further tips:
This gba engine supports 16 color graphics. The gba hardware supports either 16 color or 256 color, and I chose 16 color because 256 color graphics use twice as much video ram, i.e. half as many sprite images. The gba hardware treats one of the color indices as a transparent color. In the build script, I hard-coded RGB(255, 0, 255) as the transparency color. See here and here
I can make the transparency color channel parameterizable when I have some free time, see those two links in the meantime if you want to change the default transparency color.
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For the issue where you tried a 24 bit image, using the new version of build.lua from the release script will give you a more descriptive error. As the build script requires the 24-bit format of a BMP file, the bit depth would not be the issue, possibly, the bitmap file is using compression, which isn't supported by the build.lua script.
See here for all of the varieties of invalid bitmap format errors (which will now appear in the build error output):
https://github.com/evanbowman/BPCore-Engine/blob/master/build/build.lua#L36
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Thank you very much! And for the 24-bit BMPs, that was most likely an issue with the way it exported so that was probably on me.
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Related Issues (13)
- How can I print other utf char in this engine? HOT 20
- Some advices. HOT 5
- Music .raw file HOT 1
- Question about this project's future HOT 6
- Development instructions HOT 4
- How to make images? HOT 1
- Refresh in the background? HOT 1
- Savegame Support HOT 3
- Print in emulator console with a dedicate memory address and a script HOT 8
- tostring HOT 3
- Add more graphic functions HOT 1
- math.random() is not random HOT 1
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