Fix issue with 16x16 sprites with more than 15 colours (#456)

Should fix https://github.com/agbrs/agb/issues/455

- [x] Changelog updated / no changelog update needed
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Corwin 2023-07-14 01:08:37 +01:00 committed by GitHub
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@ -1,4 +1,5 @@
# Changelog
All notable changes to this project will be documented in this file.
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
@ -7,22 +8,30 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
## [Unreleased]
### Added
- New `include_palette` macro for including every colour in an image as a `u16` slice.
- New object based text renderer.
### Changed
- Changed the default template game.
- `DynamicSprite` has a new API which changes the constructor and adds a `set_pixel` and `clear` methods.
- You no longer need to install arm-none-eabi-binutils. In order to write games using `agb`, you now only need to install rust nightly.
- 10% performance improvement with the software mixer.
### Fixed
- Compile error if you tried to import a larger sprite which uses more than 15 colours between frames.
## [0.15.0] - 2023/04/25
### Added
- You can now import aseprite files directly (in addition to the already supported png and bmp files) when importing background tiles.
- New additional unmanaged object API for interacting with a more straightforward manner with the underlying hardware.
### Changed
- Importing background tiles has been improved. You no longer need to use `include_gfx!` with the toml file. Instead, use `include_background_gfx`. See the documentation for usage.
- The hashmap implementation is now it its own crate, `agb-hashmap`. There is no change in API, but you can now use this for interop between non-agb code and agb code.
- Moved the existing object API to be the OamManaged API. The old names persist with deprecated notices on them.
@ -30,9 +39,11 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
## [0.14.0] - 2023/04/11
### Added
- Added custom `gbafix` implementation which can take the elf file produced by `cargo build` directly, removing the need for the objcopy step.
### Changed
- Made Vector2D::new a const function.
- The template now uses rust 2021 edition by default.
- All objects which should only be created once now have the correct lifetimes to only allow one to exist.
@ -41,6 +52,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- Soundness issues with interrupts resolved which makes them unsafe and require the closure to be static (breaking change).
### Fixed
- Alpha channel is now considered by `include_gfx!()` even when `transparent_colour` is absent.
- 256 colour backgrounds are now correctly rendered (breaking change).
- The `#[agb::entry]` macro now reports errors better.
@ -49,14 +61,17 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
## [0.13.0] - 2023/01/19
### Added
- Added missed implementations of `regular()` and `affine()` to `Tiled1` which made `Tiled1` impossible to use.
### Changed
- Text renderer can now be re-used which is useful for rpg style character/word at a time text boxes.
- Audio now automatically uses interrupts, so you can remove the `setup_interrupt_handler` or `after_vblank` calls to the mixer.
- If a vblank happens outside of `wait_for_vblank`, then next call will immediately return.
### Fixed
- Zero volume now plays no sound.
- Fixed issue where volume was incorrect for volumes which were powers of 2.
@ -65,6 +80,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
This is a minor release to fix an alignment issue with background tiles.
### Fixed
- Corrected alignment of background tiles which was causing issues with rendering tiles in some cases.
## [0.12.1] - 2022/10/12
@ -72,6 +88,7 @@ This is a minor release to fix an alignment issue with background tiles.
This is a minor release to fix the build of the docs on [docs.rs/agb](https://docs.rs/agb).
### Fixed
- Fixed the agb crate's docs.rs build
## [0.12.0] - 2022/10/11
@ -84,6 +101,7 @@ This version of `agb` has some exciting new features we'd like to highlight and
We also had a contribution by @ijc8. We can't thank you all enough!
### Added
- Custom allocator support using the `Allocator` trait for `HashMap`. This means the `HashMap` can be used with `InternalAllocator` to allocate to IWRAM or the `ExternalAllocator` to explicitly allocate to EWRAM.
- Support for using windows on the GBA. Windows are used to selectively enable rendering of certain layers or effects.
- Support for the blend mode of the GBA. Blending allows for alpha blending between layers and fading to black and white.
@ -96,6 +114,7 @@ We also had a contribution by @ijc8. We can't thank you all enough!
- Added support for dynamic sprites generated at runtime, some parts of this may change significantly so breaking changes are expected here.
### Changed
- Many of the places that originally disabled IRQs now use the `sync` module, reducing the chance of missed interrupts.
- HashMap iterators now implement `size_hint` which should result in slightly better generation of code using those iterators.
- Transparency of backgrounds is now set once in the toml file rather than once for every image.
@ -104,6 +123,7 @@ We also had a contribution by @ijc8. We can't thank you all enough!
- `testing` is now a default feature, so you no longer need to add a separate `dev-dependencies` line for `agb` in order to enable unit tests for your project.
### Fixed
- Fixed the fast magnitude function in agb_fixnum. This is also used in fast_normalise. Previously only worked for positive (x, y).
- Fixed formatting of fixed point numbers in the range (-1, 0), which previously appeared positive.
@ -112,14 +132,17 @@ We also had a contribution by @ijc8. We can't thank you all enough!
Version 0.11.1 brings documentation for fixed point numbers. We recommend all users upgrade to this version since it also includes fixes to a few functions in fixnum. See changed section for breaking changes.
### Added
- Support for sprites that are not square.
- Docs for fixed point numbers.
### Changed
- `Rect::contains_point` now considers points on the boundary to be part of the rectangle.
- Signature of `Rect::overlapping_rect` changed to return an Option. Returns None if rectangles don't overlap.
### Fixed
- Fixed point sine calculates the sine correctly.
## [0.10.0] - 2022/07/31
@ -127,6 +150,7 @@ Version 0.11.1 brings documentation for fixed point numbers. We recommend all us
Version 0.10.0 brings about many new features. As with most `agb` upgrades, you will need to update your `gba.ld` and `gba_mb.ld` files which you can find in the [template repo](https://github.com/agbrs/template). We would also recommend copying the `[profile.dev]` and `[profile.release]` sections from `Cargo.toml` if you don't have these values already.
### Added
- [Hyperspace roll](https://lostimmortal.itch.io/hyperspace-roll), a new game built for the GMTK Game Jam 2022 using `agb`. The source code can be found in the `examples` directory.
- Started using GitHub discussions as a forum
- Many functions previously undocumented are now documented
@ -143,6 +167,7 @@ Version 0.10.0 brings about many new features. As with most `agb` upgrades, you
- Random number generator in agb::rng
### Changed
- Audio system optimisations - reduced CPU usage by more than 50%
- Background tiles are now removed from Video RAM during `commit()` if they are no longer used rather than immediately reducing flickering
- Improved the README for both the main agb crate and the template
@ -152,9 +177,11 @@ Version 0.10.0 brings about many new features. As with most `agb` upgrades, you
- A few methods accepting `Num<..>` have been changed to accept `impl Into<Num<..>>` to make them easier to use
### Removed
- The ability to use timer0 and timer1 through the `timer` module. This was done in order to fully support 32kHz audio
### Fixed
- Sprite data is now correctly aligned so fast copies will always work
- A few methods which should really be internal have had `pub` removed
- The crate now compiles (but does not run) doctests in CI which pointed out a large number of non-compiling examples

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@ -183,6 +183,7 @@ fn include_gfx_from_config(
&mut optimiser,
&image,
tile_size,
tile_size,
config.transparent_colour(),
);
@ -305,7 +306,13 @@ pub fn include_aseprite_inner(input: TokenStream) -> TokenStream {
);
let image = Image::load_from_dyn_image(frame);
add_to_optimiser(&mut optimiser, &image, 8, Some(transparent_colour));
add_to_optimiser(
&mut optimiser,
&image,
width as usize,
height as usize,
Some(transparent_colour),
);
images.push(image);
}
}
@ -413,19 +420,20 @@ fn convert_image(
fn add_to_optimiser(
palette_optimiser: &mut palette16::Palette16Optimiser,
image: &Image,
tile_size: usize,
tile_width: usize,
tile_height: usize,
transparent_colour: Option<Colour>,
) {
let tiles_x = image.width / tile_size;
let tiles_y = image.height / tile_size;
let tiles_x = image.width / tile_width;
let tiles_y = image.height / tile_height;
for y in 0..tiles_y {
for x in 0..tiles_x {
let mut palette = palette16::Palette16::new();
for j in 0..tile_size {
for i in 0..tile_size {
let colour = image.colour(x * tile_size + i, y * tile_size + j);
for j in 0..tile_height {
for i in 0..tile_width {
let colour = image.colour(x * tile_width + i, y * tile_height + j);
palette.add_colour(match (colour.is_transparent(), transparent_colour) {
(true, Some(transparent_colour)) => transparent_colour,
@ -460,7 +468,7 @@ fn palette_tile_data(
let mut tile_data = Vec::new();
for (image_idx, image) in images.iter().enumerate() {
add_image_to_tile_data(&mut tile_data, image, optimiser, image_idx)
add_image_to_tile_data(&mut tile_data, image, optimiser, image_idx, true)
}
let tile_data = collapse_to_4bpp(&tile_data);
@ -482,6 +490,7 @@ fn add_image_to_tile_data(
image: &Image,
optimiser: &Palette16OptimisationResults,
assignment_offset: usize,
is_sprite: bool,
) {
let tile_size = 8;
let tiles_x = image.width / tile_size;
@ -489,7 +498,13 @@ fn add_image_to_tile_data(
for y in 0..tiles_y {
for x in 0..tiles_x {
let palette_index = optimiser.assignments[y * tiles_x + x + assignment_offset];
let assignment = if is_sprite {
assignment_offset
} else {
y * tiles_x + x + assignment_offset
};
let palette_index = optimiser.assignments[assignment];
let palette = &optimiser.optimised_palettes[palette_index];
for inner_y in 0..tile_size / 8 {

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@ -47,7 +47,7 @@ pub(crate) fn generate_code(
let (tile_data, assignments) = if let Some(assignment_offset) = assignment_offset {
let mut tile_data = Vec::new();
add_image_to_tile_data(&mut tile_data, image, results, assignment_offset);
add_image_to_tile_data(&mut tile_data, image, results, assignment_offset, false);
let tile_data = collapse_to_4bpp(&tile_data);