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per-game custom palettes #2
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since now we have a "system_directory" option, |
Certainly possible. Could you implement it? I wouldn't be able to look at this until some other time. |
I need to setup the build environment and i have to study the code a bit, so i'm not able to help at the moment, sorry! |
this should be easy to fix: just add a few lines into Here it is an example of a .pal file:
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Please make a pull request. The feature is pretty far down on the TODO list atm for me at least. |
I haven't the compiler ready to test the results, so i prefer you to write the code... EDIT: i've committed some skeleton code, if you need more help i can work on it tomorrow: |
Still need to parse the config file somehow. Any .ini reader code in gambatte? |
Gambatte is using the Qt builtin ini parser. |
Ye, looks simple enough that this is feasible. What platform are you on? Should be a simple matter to get a toolchain to test with. |
win7 64bit
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You probably have a really outdated MinGW setup. http://sourceforge.net/projects/mingw-w64/files/Toolchains%20targetting%20Win64/Automated%20Builds/ Download, set PATH correctly, and you should be good to go. |
ok, i still have to add some code, when it's ready i'll warn you. |
I've verified custom palettes are now working on my fork! Super Game Boy support would also be nice, but this was not present in vanilla Gambatte... |
Great stuff. Please submit a pull request once you feel happy with your code :) |
This issue was moved to libretro/libretro-meta#51 |
Vanilla Gambatte also supports per-game custom palettes (they are saved in "%APPDATA%\gambatte\palettes").
How to use them with RetroArch?
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