![]() Apply bloom from the result (not sure exactly how it does this.) I'm not sure if this is the same block but it's done every other (?) block anyway (the above are all done every single block.) Copy some portion (using texturing) of our same source temp buffer (this time as 8888) to another temporary buffer. Can't move on to the next block without shift=16. ) This time, turn on blending (ONE + ONE), but leave everything else off still. Next, same block, extract the green (shift is 8 now. ![]() Draw this to the screen with no blending or tests - so just draw it (apparently, the result is red too.) First, depal the temp buffer to get red (CLUT32 shift 0). Go through each block in the grid, from top left going down and then right: Somehow render a scene (I think) to a temporary buffer, at regular 480x272 size. Break the screen into a grid of blocks that are sized 32x34 (so, 15x8 blocks, or 120 total blocks.) I don't really know what this game is doing, but it's doing something very, very, very evil.įrom some logs and GE debugger info I got:
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