24 June 2016, 13:22 | #1041 |
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Impressive work with only 8 colors. But there them at 16 colors!. We should stay at 16. With the layout that i've suggested we can use the 2 layout for both rygar and buddies. We can even have some buddies that uses all colors..
We should consider to have the most used of them mapped into that layouts. But if isn't possible to have same visual quality, we can consider to use 16 or even all of 32 colors for buddies too. We cam even consider to use only 8 colors for each type of enemies, but move use the whole palette. Maybe one of them use first 8 colors, another color from 16 to 24, and on... Last edited by sandruzzo; 24 June 2016 at 13:41. |
24 June 2016, 14:02 | #1042 |
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If you would look at their look, enemies can be splitted into 2 groups one using red shades and another using blue shade, in theory we should be able to split them, however still the cost will be.
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24 June 2016, 14:10 | #1043 | |
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So far we have a lot of power. Maybe we can left this card if we'll run under 50hz. In order to get more free cycles, we can arrange the bottom portion of the screen, were lava is. If we remap them into only 8-16 colors, we can spare a lot fo dma slots. |
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24 June 2016, 18:41 | #1044 |
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Have some bad news: going forward there are even green-ish enemies :/ And don't forget the blue giant!
My suggestion is to elaborate on the palette using the full range of enemies in the game rather than just a sample from level 1 |
24 June 2016, 18:45 | #1045 | |
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You can change bobs palettes later as well as how they are blitted. This is secondary and is a very easily modified isolated piece of code anyway. Do tests first in real game situation and then only degrade quality if needed. You are putting the cart before the horse and if you have too many cycles you will have to redo all the work again... You guys would save yourselves a lot of work by using test bobs/sprites first to prototype and validate technically in real gameplay situations. Decisions are easier with real game profiling data. |
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24 June 2016, 19:40 | #1046 | |
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24 June 2016, 20:30 | #1047 |
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Sandruzzo: what i dont understand is why you need to have this 1-3-5 bitplanes and cannot do that on 1-2-3-4???
why you need to use 3 bitplanes, not 4? |
25 June 2016, 15:49 | #1048 |
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27 June 2016, 15:41 | #1049 |
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Just uploaded a new working in progress exe that show one enemy wich beahve like rygar arcade. Keep in mind that is "work in progress"
Into mi shared folder ther is rygar.adf |
27 June 2016, 23:46 | #1050 |
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I just tested, I guess the correct walk tiles still need to be set, together with corect parallax colors, weapon behavior with pressing up and down and (if i remember good) option to choose between up for jump or button 2.
By the way parallax looks beautiful |
28 June 2016, 14:27 | #1051 | |
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It is true that Denise sees bitplanes as organized in two sets: odd and even. However, this says nothing about their location in memory. The Amiga lets you set each bitplane pointer to any value in memory you desire. You could have all separate bitplanes for a bitmap scattered all about chipmemory if you so wished (I personally wouldn't do that, but the hardware will let you do it just fine). So, you can indeed create an interleaved bitmap consisting of planes 1-4 and a separate interleaved bitmap consisting of planes 5 & 6. You can display this as one normal 6 bitplane bitmap and you can blit to them as two interleaved bitmaps (just as you'd do using 1-3-5 and 2-4-6 as two sets). The Amiga is very flexible when it comes to these things |
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28 June 2016, 15:24 | #1052 | |
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28 June 2016, 15:35 | #1053 | |
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Oh well, it can still be done - but would involve potentially wasting a bunch of memory that is hard to use for other things (by keeping the modulo the same for both the 2 and 4 bitplane bitmaps and using the memory space for two bitmaps of 4 bitplanes each). So if you really wanted something like this, it can be done - but to be fair, if you wish memory use to be efficient you'll have to jump through quite a few hoops (such as using the now remaining space in the 2 bitplane with 4 bitplane modulo bitmap for its 2nd buffer). This would work but is rather complicated. Not sure if the effort is worth the while. Last edited by roondar; 28 June 2016 at 15:48. |
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28 June 2016, 16:51 | #1054 | |
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28 June 2016, 17:08 | #1055 | |
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You can use 1-4 interleaved and 2 further separate bitplanes using the right modulo and memory setup. However, this does mean you need to blit 3 times instead of 2 for each bob, so all blits require one additional blit* (note: you do not need to blit more words, you just can't do it in one go). *) You can just blit all bitplane 1 lines in one blit and all bitplane 2 lines in another blit, this would cost the same amount of blitter cycles as one blit on two bitplanes, but would mean you lose the main advantage of interleaved blitting (i.e. needing just one blit for all bitplanes) Like I said, it's probably not worth the effort to get it to work. 1-3-5 + 2-4-6 is much easier to do, is easier to set up in memory and saves you one blitter startup per bob. |
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30 June 2016, 11:44 | #1056 |
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Working on clipping routine, almost done. Left clipping is using mask register to have it per pixel.
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01 July 2016, 17:23 | #1057 |
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Here is my variation regarding 8colour bobs
Luma information preserved, chroma rearranged. Most changes happen to Ryggar where i had to resign from 3 shades of blue. and he is blond :P |
01 July 2016, 18:57 | #1058 | |
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About enemies some of them are one less frame. When rygar jump them they'll free. Like I said we miss that frame. If you take a look to the triceratop you can see it Last edited by sandruzzo; 01 July 2016 at 19:06. |
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01 July 2016, 20:13 | #1059 |
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hmm someone probably did not rip them all. Is anybody here who could rerip all graphics and prites from rygar
As i said before 8+8 sprites requies that one of them would be extra half brighted, so i have created such version. Even 2 versions I believe we could go with your idea. Last edited by Trachu; 01 July 2016 at 22:53. |
02 July 2016, 05:23 | #1060 | |
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