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Christian Radke
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Some minor finalizing touches
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header

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@@ -8,7 +8,7 @@ MULTI COLOR DEMO
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CR
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#### GAME ID
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VMCE
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VMUE
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# REVISION
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readme.md

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@@ -5,13 +5,13 @@ A simple demo demonstrating different ways to display more than 4 colors on the
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**1. Dither**
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Ok, this is technically cheating since we do not really show more than 4 colors at once, but still, dithering creates a good *illusion* of a more color rich images, while not relying on any technical trickery.
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OK, this is technically cheating since we do not really show more than 4 colors at once, but still, dithering creates a good *illusion* of a more color rich images, while not relying on any technical trickery.
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**2. Column Table**
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Through the Column Table's brightness repeat register, it is possible to change the amount of light emitted by the display LEDs (and thus the perceived brightness) every fourth pixel column.
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This allows for a huge range of different shades of red on screen at the same time, but practical use cases are very limited, since you're bound to the grid of 4px columns and always brightness changes affecting the whole screen height.
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This allows for a huge range of different shades of red on screen at the same time, but practical use cases are very limited, since you're bound to the grid of 4px columns and brightness changes always affecting the whole screen height.
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**3. Blending**
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source/game.c

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{
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// initialize components
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LowBatteryIndicatorManager::setActive(LowBatteryIndicatorManager::getInstance(), true);
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/*
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SplashScreenState::setNextState(
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SplashScreenState::safeCast(AdjustmentScreenState::getInstance()),
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GameState::safeCast(ColorDemoState::getInstance())
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);
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*/
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// start the game
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Game::start(Game::getInstance(), GameState::safeCast(ColorDemoState::getInstance()));
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Game::start(Game::getInstance(), GameState::safeCast(AdjustmentScreenState::getInstance()));
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// end program
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return true;

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