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This is probably the most stupid question ever... but...

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#1 Bagu

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Posted 20 December 2020 - 07:02 AM

You may laugh me...
...I tried around and I can't really figure out what this frame is used for.

QyPnDSW.png

Stupid Bagu ...stupid ...STUPID!!!



#2 Lüt

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Posted 20 December 2020 - 07:16 AM

It's the CSet2 option.

 

In the "CSet2:" entry field, you enter the number of CSets that your tile will be offset by (can be positive or negative). Then in the box you're asking about, you pick which parts of the tile you want the CSet offset to be applied to. If your "CSet2:" entry field is 0, then clicking the squares in this box won't change anything.


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#3 Bagu

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Posted 20 December 2020 - 07:25 AM

Oh, now I understand why I couldn't find out the function.
...I thought it might be used for the precission of effect combos, like triggers, damage combos or something like that.

Thanks for your help.
I'm gonna use this new knowledge wisely! :)


Edited by Bagu, 20 December 2020 - 07:29 AM.

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#4 Mani Kanina

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Posted 20 December 2020 - 10:22 AM

it's used (very awkwardly) to simulate how these games actually worked. Palette on the NES (but to a greater extent the GB) is defined per 8x8 pixels rather than 16x16.

If you want to accurately replicate how some of the stuff on GB looks while also replicating how it works, this is a required feature... sadly it's a bit awkward to use since it's offsets, but it's nice that it's there.


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#5 Bagu

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Posted 20 December 2020 - 10:32 AM

I sure it will be a helpful function.
Gonna learn how to use it properly


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#6 Saffith

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Posted 20 December 2020 - 02:41 PM

it's used (very awkwardly) to simulate how these games actually worked. Palette on the NES (but to a greater extent the GB) is defined per 8x8 pixels rather than 16x16.

That's not right for the NES, at least in general. Tiles are 8x8, but palettes are placed in 16x16 pixel blocks. It's possible to use 8x8 blocks instead, but it requires additional support from the cartridge. Uncharted Waters is the only game I know of that actually did this, but there are a few others that use the same hardware, so they might.

Really, I think the CSet2 mechanism was just a simple workaround to allow more colors per tile before 8-bit tiles were introduced. I'm sure it was a lot simpler to implement.


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#7 Mani Kanina

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Posted 22 December 2020 - 11:32 PM

That's not right for the NES, at least in general. Tiles are 8x8, but palettes are placed in 16x16 pixel blocks. It's possible to use 8x8 blocks instead, but it requires additional support from the cartridge. Uncharted Waters is the only game I know of that actually did this, but there are a few others that use the same hardware, so they might.

Really, I think the CSet2 mechanism was just a simple workaround to allow more colors per tile before 8-bit tiles were introduced. I'm sure it was a lot simpler to implement.

Granted, I'm more familiar with the GBC using it in lots of games, but I could have sworn I have seen it done in NES titles too, hmmm.

Either way, I don't really know anything as to why it was implemented into ZC, but I assumed it was to better or more accuretly support that sort of visual style, of course, ZC palettes are 16 rather than 4 colours, so it was already possible via other means, at the expense of having to draw the tiles with more depth into ZC.

I forgot if it was a standard feature I put into VD or not, but I know I use this in my GB quests for dungeon torches for example, since that saves forcing the flame to be on the same CSet as the wall-mount.

Edited by Mani Kanina, 22 December 2020 - 11:33 PM.

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#8 Valerie

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Posted 23 December 2020 - 03:22 PM

I always thought it was added because of the BS Zelda tiles, I don't think the tileset would have worked without it, quite a few tiles use it.
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