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Old 07 April 2015, 23:56   #161
nobody
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@nobody
Good work !

@all
Please remember to keep some color regs for the baddies and items. a short test with the screenshots from the beginning can give a hint how much colors are actually used for the bobs:

>80 (if all on screen at the same time)!

we can trim those colors down, but they have to use a big amount of colors from the main palette.
enemies in 16 colors, it's about the best i could do.

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Old 08 April 2015, 08:24   #162
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Rygar will have its' own palette since it's a HW sprite. Enemies will be mapped on the first 4 planes, and the left colors will be use by background.

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enemies in 16 colors, it's about the best i could do.

@Nobody

Great Work! Can you put the most used enemies into first colors? The more blitting cicles we spare the better the game will be

@Cylon
@Nodoby

Great works Mates. Now we should work on setting things in place. As I see we have to have 32 color for the game:

- 16 for enemies
- 16-32 for background
- is it possible to try to use only 16 colors for both enemies and background
- Keep in mind that we will use blitter to change color for Background and Have more of them

Last edited by TCD; 08 April 2015 at 08:46. Reason: Back-to-back posts merged.
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Old 08 April 2015, 14:12   #163
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it would be better to have a clear plan from the beginning, example 16 colors for sprites and 16/32 for backgrounds to avoid a 16 color for all conversion job.

imo its better not mix background colors with sprite colors because some times its hard to see whats going on. 16 colors for sprites and another 16 for backgrounds is the best way to go for me.
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Old 08 April 2015, 14:16   #164
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it would be better to have a clear plan from the beginning, example 16 colors for sprites and 16/32 for backgrounds to avoid a 16 color for all conversion job.

imo its better not mix background colors with sprite colors because some times its hard to see whats going on. 16 colors for sprites and another 16 for backgrounds is the best way to go for me.
@Nobody

You're right, but since we don't know for sure if we're able to run it at 50hz, we have to do some try.

Think about turrican 16 color for all,and it's clear!
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Old 08 April 2015, 20:16   #165
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@nobody
some enemies are missing there: the snakes from holes, the big blue giant, the final enemy, the floating lava head when time runs out...

btw i started to work at a mod rendition of the soundtrack: hope to have something for testing soon
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Old 09 April 2015, 08:08   #166
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@saimon69

Keep in mind that not all enemies are at the same time on screen. We can remap colors map as we need!
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Old 09 April 2015, 15:01   #167
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Hi nice job!!! What about 64col EHB mode? I usually to use this one and its nice.

Remember rygar are more than 30 levels and palette need changes i think...

Any way great rip

All the best
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Old 09 April 2015, 15:02   #168
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Hi nice job!!! What about 64col EHB mode? I usually to use this one and its nice.

Remember rygar are more than 30 levels and palette need changes i think...

Any way great rip

All the best
Amiten
I won't go to 50hz... That's why..
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Old 09 April 2015, 15:21   #169
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yes, if we remap it, we can use copper to spare some colors
What Amiga you are in mind for this clone? A500 512kb? 030?


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I won't go to 50hz... That's why..
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Old 09 April 2015, 15:26   #170
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What Amiga you are in mind for this clone? A500 512kb? 030?
A500 Stock with 512k. That's the requests
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Old 09 April 2015, 15:31   #171
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A500 Stock with 512k. That's the requests
nothing to say then! Jajajaja

Good luke! You are a máster if can do that in a stock A500.

Thanks to all for this
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Old 09 April 2015, 15:32   #172
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nothing to say then! Jajajaja

Good luke! You are a máster if can do that in a stock A500.

Thanks to all for this
You're the Man! We do what we can. It must be a pleasure to do that!
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Old 09 April 2015, 16:57   #173
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Palette can change between levels. Main problem is that there are no sprite sheets.
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Old 09 April 2015, 17:00   #174
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Palette can change between levels. Main problem is that there are no sprite sheets.
You're right. We can even change palette into level!. So far I have no materials to work with.
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Old 09 April 2015, 17:02   #175
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Maybe you can use the tiles I posted and the sprites as dummy sprites to check your engine.
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Old 09 April 2015, 17:05   #176
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Maybe you can use the tiles I posted and the sprites as dummy sprites to check your engine.
can You organize tiles and sprites palette like first 16 colors for sprite and other 16 for tiles? Could you put tiles into a single bitmap well formatted?

And if you can a some sort of tiles' map index...

Last thing, can you provide me all in .iff format so I can convert them?
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Old 09 April 2015, 17:07   #177
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OK when I go home will do.
Will be iff.
But tile map index? I only have "tiled" for windows

Last edited by nobody; 09 April 2015 at 17:12.
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Old 09 April 2015, 17:11   #178
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OK when I go home will do
Thanks mate.

Here some recap:

- first 16 color for enemies. No rygar on it since it's Sprite HW.
- latest 16 color for background.
- A bitmap in iff format with tiles formatted on it. 16x16 will be good
- A bitmap with sprites encoded on it.
- A simple tiles' map index.
- and if you can Rygar on it's own bitmaop with it's own colors.
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Old 09 April 2015, 18:47   #179
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check this out (sorry but i dont have privilege to upload to the zone)


uploaded to the zone

tell me if you need some changes

Last edited by nobody; 09 April 2015 at 20:42.
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Old 09 April 2015, 19:18   #180
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(sorry but i dont have privilege to upload to the zone)
How do I get access to the zone?
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