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Old 16 April 2018, 14:52   #37
ross
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Join Date: Mar 2017
Location: Crossing the Rubicon
Age: 54
Posts: 4,483
Things is going more and more funny

Well, I looked at how move to the operative phase, but not everything can be corrected by editing the sprites table because ...
some of the nasty sprites are bad memory aligned! Some data need to be bit-shifted horizontally or vertically.
This is really incredible for a professional product.

So a big problem for a WHDLoad version with original floppy.
Data to be fixed is really to big for a slave, much much better a diff file added to the package or simply a pre-made archive.

You can object that some bit-shift can be dinamically calculated with the slave but there is a big knot:
original data are in compressed pc1 file format (degas elite), depacked in a buffer then st interleave trasformed then amiga plane real-time blitter used.
This is a big pain to manage (if you touch and patch some image through one of the phases you can "invade" other frames..).

Two possible solution:
- manually redesign (yes, some sprite need to be slightly modified) and realign gfx data with degas, repack and adjust loader (perfect solution).
- brutally cut some sprites (not too much actually) via above-mentioned sprites table mod. (quick solution).

Did I already say damn Tiertex?
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