I do need to look into a brightness function; the existing one was a cheap hack I think .. it was trying to be fast (per pixel colouring is tough to be fast on), but in the end dind't work out really well I guess; it worked out for the games I cared about
I suppose when the emu sets various colour sin the palette, perhaps I should just alter what it sets, so that its not a per pixel calculation. If it sets a dark colour, I could use a lighter colour. The trick is trying to scale them all so it looks better.
ie: I was just bumping colours up in the palette; if its RGB, I just increased each up a notch.. as oyu can see, once things get closer to the top of RGB they go to *white* whichis why things tended to gray out.
If somethign is RGB(5,0,0) when it scales I guess it should stay as (7,0,0) perhaps and likely does.
But if something is RGB(5,2,2) and you scale it.. should it become (8,4,4) say? At this point you see the red brightened, but also the other guys so it starts to be reddy-gray I'd guess. PErhaps I'm scaling incorrectly.. I'll have to experiment.
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As to position.. moving it down wouldn't work well; when you flip on the keyboard, it fits (barely) nicely under the emulated screen. It was a nice trick, so that the emu could run full speed. (Drawing a keyboard over the screen slows things down a lot of course). (Could do clipping tricks.. draw a larger keyboard on the screen, and clip the bottom of the screen.. but the wsa I do it now works for text adventures and everything, sinc none of the screen is covered)
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I could remove "Joystick"; I put it there so you know what mode you're in; ie: If you're not in the standard mouse mode, it puts the mode name there. Removing it might be confusing. I could perhaps make it vanish after a second.
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Auto frameskip could help in some cases; when the games are doing math, theres just not much you can do, since emulating the math is slow. But it woudl help withgames that are "nearly on time".
The trick of course, with the gp32, is figuring out the current clock; I need to look into that .. how many ticks per second, when the clock canbe set at any number of settings
jeff