craigix posted on Jul 7 2005 at 11:38 PM said:
You have a real thing about brightness don't you.
I'm pretty sure the code for standard PC brightness mode is unchanged from the PC version.
I will have a look and check for you.
-Craig
www.gbax.com
It is actually not in the Doom code itself. It happens when the LCD is set up and/or initialized before doom is executed. It is the intensity bit that is set in the GP32 side of things. When Another world, MAME, Lynx emu came out it did the same thing. I e-mailed the below example from Reesy to these guys and they had it fixed in a day. That means that it probably was not that hard to fix. It is evident before Doom is even loaded on the main menu screen where you pick the WADs etc. It makes it look washed out (even Bast agrees with me) and ruins the look because it looks hazy instead of vibrant and sharp. This is made worse because doom is a dark game and needs all the contrast it can get. The intensity bit lessens contrast.
With PC brightness it just means that the doom engine is not upping the brightness itself.
So GP32 I-bit adds +10 brightness, then PC mode adds 0 giving +10
With GP32 enhanced you are getting I-bit +10 brightness, PLUS the Doom engines +10 giving +20 brightness.
So you can never get less than +10. If the I-bit was set to 0 you would get 0 from I-bit plus 0 from PC mode giving a total of 0 washing out. The GP32 enhanced would give you a total of +10.
(the +10 is hypothetical, I don't know the true number that the I-bit adds to the black level)
GP32 pal data is 16bit in the following format
RRRR RGGG GGBB BBBI
So before to set full red I would use 0xF801 - 1111 1000 0000 0001
but now I use 0xF800 - 1111 1000 0000 0000
I simply do not set the intensity bit.