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Feature request: colored torch flames #189
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To maybe get this rolling... Here's code that figures out what should happen (iVariant is the modifier): if ((iVariant & 0x3F) != 0)
{
iRed = ((iVariant >> 4) & ((1 << 2) - 1)) * 85;
iGreen = ((iVariant >> 2) & ((1 << 2) - 1)) * 85;
iBlue = ((iVariant >> 0) & ((1 << 2) - 1)) * 85;
printf ("TODO: Change all #fc8400 to R:%i G:%i B:%i.\n", iRed, iGreen, iBlue);
} Based on this overview:
|
I've already added this. |
They don't yet appear correctly if the prince is in front of them.
Moved them into blitter system so they are drawn when the other flames are.
Thanks NagyD, it works great! 👍 |
Small room 24 issue. |
The solution is to increase the number in torch_colors[24][30]. However, there's another issue. |
This is a feature request.
It would be nice if SDLPoP, similar to its unique fake tiles, introduced colored torch flames.
Their legacy combos could be variants 0x00 (0x01, really) through 0x40 in groups 0x13 and 0x1E.
This would allow for 64 colors (6-bit RGB) to be used by modders.
There is a related post on the Princed forum that, among other things, suggests simply keeping the cores of custom flames white.
Developers could add/test the flames via apoplexy's custom tiles screen.
If an implementation would ship, I could add them on apoplexy's native tiles screen.
Thoughts?
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