Yay, only took my a whole freaken year. :D
So here it is, and like nothing big changed at all.... I'm quite serious with that. I recoded more or less the whole thing from ground up again. Why? Because the original code was a mess. I never planned for this to become so big when I started it, so I didn't really care for a proper code organization... but as more and more was added, I had a bunch of different HDMA stuff that all where coded differently so yeah.
Anyway, to sum up this means that 90% (number made up) of the changes are behind the scenes, as for the other 10% (100% - the made up number) you actually DO get new stuff.
The biggest (most nerve wrecking) addition is Color Math. Each tab now properly displays the HDMA effect with full color math support, meaning there are multiple layers, sub and main screen and all that stuff. So yay for that. In the subfolder "Multilayer" are .ml files that contain the different layers. During the startup all *.ml files from that folder are loaded and you can freely switch between them on each tab.
The is also the a way to easily make them yourself with Tool -> Manage Multilayers. From there on it's pretty self explaining.
The big downside of this is that I didn't get to implement screenshot support yet. As you can probably guess, now that everything runs on multiple layers, finding a way to make it generally work for just one layer (image) is... meh.
The other downside is, that while you can make your own multilayers, you actually need a rendering program. Like Paint.NET, in which you can litterally do it with less than 10 clicks (open image, select wand, set to 0%, click on BG, delete, save as .png). Just make a rendered screenshot of every layer (layer 1, layer 2, layer 3, sprites) and you're good to go.
Another big change is the code display, as it now splits what is suppose to be INIT and MAIN code (seriously though, that has been the most common reason of people asking why stuff isn't working, for they threw it all into INIT ASM).
Also, please understand that I kinda rushed things to finish for C3, as such, some bugs may remain. Also I didn't get to write a new readme yet. (That's what I get for delaying the boring parts till the end). So if any questions arise, feel free to ask.
~Download~
So here it is, and like nothing big changed at all.... I'm quite serious with that. I recoded more or less the whole thing from ground up again. Why? Because the original code was a mess. I never planned for this to become so big when I started it, so I didn't really care for a proper code organization... but as more and more was added, I had a bunch of different HDMA stuff that all where coded differently so yeah.
Anyway, to sum up this means that 90% (number made up) of the changes are behind the scenes, as for the other 10% (100% - the made up number) you actually DO get new stuff.
The biggest (most nerve wrecking) addition is Color Math. Each tab now properly displays the HDMA effect with full color math support, meaning there are multiple layers, sub and main screen and all that stuff. So yay for that. In the subfolder "Multilayer" are .ml files that contain the different layers. During the startup all *.ml files from that folder are loaded and you can freely switch between them on each tab.
The is also the a way to easily make them yourself with Tool -> Manage Multilayers. From there on it's pretty self explaining.
The big downside of this is that I didn't get to implement screenshot support yet. As you can probably guess, now that everything runs on multiple layers, finding a way to make it generally work for just one layer (image) is... meh.
The other downside is, that while you can make your own multilayers, you actually need a rendering program. Like Paint.NET, in which you can litterally do it with less than 10 clicks (open image, select wand, set to 0%, click on BG, delete, save as .png). Just make a rendered screenshot of every layer (layer 1, layer 2, layer 3, sprites) and you're good to go.
Another big change is the code display, as it now splits what is suppose to be INIT and MAIN code (seriously though, that has been the most common reason of people asking why stuff isn't working, for they threw it all into INIT ASM).
Also, please understand that I kinda rushed things to finish for C3, as such, some bugs may remain. Also I didn't get to write a new readme yet. (That's what I get for delaying the boring parts till the end). So if any questions arise, feel free to ask.
~Download~