Compiling Greyscale demo

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Compiling Greyscale demo

Postby Sorunome » Mon Mar 02, 2015 2:29 pm

Heya, I tried to compile the grescale demo found here. It does compile but when running it in an emulator (gbsim) the screen just says transparent.
Terminal output doesn't seem to indicate anything is broken:
Code: Select all
[sorunome@sorunome-desktop obj-x86_64-unknown-linux-gnu]$ ./main.elf /tmp/build2059475658172921910.tmp/tmp.cpp.elf
Loaded 1744 .text
Loaded 1008 .data
avr_interrupt_reset


I can't test on real hardware as I just ordered mine yesterday, and thus it hasen't even shipped yet.

Is it an emulator issue? I downloaded TimerOne from https://www.pjrc.com/teensy/td_libs_TimerOne.html
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Re: Compiling Greyscale demo

Postby rodot » Mon Mar 02, 2015 5:05 pm

Hey,

The article your are pointing to is outdated, GRAY is now part of the core library (only in the beta branch so far). You can find a examples on the pages gb.display.setColor and gb.display.drawBitmap.
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Re: Compiling Greyscale demo

Postby Sorunome » Mon Mar 02, 2015 5:31 pm

Is there still any reason it isn't working? I wanne try some other dark magic that is close to the screen.
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Re: Compiling Greyscale demo

Postby Myndale » Mon Mar 02, 2015 7:03 pm

As far as I'm aware gbsim doesn't support greyscale, Denith discussed it a bit in the original gamebuino emulator thread. I did add support for it to Simbuino (there's an example of it here), although I know that doen't help much given you're on Linux. Sorry. :(
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Re: Compiling Greyscale demo

Postby Sorunome » Mon Mar 02, 2015 7:25 pm

Oh, so I take it that it doesn't emulate dark magic doing with the display ports anyways....so i guess I'll have to wait for that one idea thingy until I get real hardware, hehe
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