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Old 29 May 2011, 12:37   #1
trydowave
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Lionheart Parallax question

I was just playing this incredible game the other day (one of the amiga's best) and I was wondering. How was the amazing parallax achieved?
I thought the Amiga could only handle 4 colours in bg parallax!
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Old 29 May 2011, 13:09   #2
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The game is using 8 color dual playfields, so the foreground is 7 colors and transparent and the background is 8 colors, Lionheart himself is made up of hardware sprites, and they simply change the color values of both the foreground and background graphics on a scanline basis, just like the rainbow backgrounds you see in many games.
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Old 29 May 2011, 13:28   #3
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Sorry if stupid question is realy just the Amiga 8*8 colour dual Playfield
In LionHeart is it a bit like HAM? How many colour Max are on screen?

Ok so youve got a dual playfield and copper affect for the background giving you the affect of more colours in the background but your front screen isnt affected by this? so your tiles for the fore·ground are still basic 8 colour?

Last edited by Retro1234; 29 May 2011 at 15:06.
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Old 30 May 2011, 15:16   #4
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They use a copper colour gradient on the foreground too.

Using the copper, it's possible to have a different palette on each line of the display.
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Old 30 May 2011, 15:51   #5
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Great Game! One of the best. Looking at levels with the Dual Playfield I dont think this is every level? the foreground doesnt seem to use many colours -If you had copper on foreground screen the rear screen would no longer be visable would it?

Not sure - But I dont think the copper would do much for the foreground graphics.

One game I would be intrested in how they did the Parallax is Toki?

Last edited by Retro1234; 30 May 2011 at 16:00.
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Old 30 May 2011, 17:04   #6
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The foreground is still 8 colors in the graphics memory like you say, but they use the Copper to change those 8 colors across the screen, not in a rainbow spectrum of course that would just be annoying, but a brown color down at ground level and as you move higher up it changes into green, grey and blue a few screens higher up.

Also, HAM is very different and is not used in the game. It is very unpractical for anything other than static images.
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Old 30 May 2011, 17:13   #7
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Ok ive got a rip of some tiles and you can see there just 8 colours
I dont know what I was think with HAM Different colours per scanline or something - Forget that.

Hows Toki Done?
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Old 30 May 2011, 23:48   #8
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I took a look at Toki and it appears to be a single 32 color screen where they simply draw the foreground graphics on top of the background, which explains why it plays in a relatively small screen and slow framerate. No use of sprites anywhere.
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Old 02 June 2011, 15:13   #9
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Hows Kid Chaos done?
In interview with Andrew Morris he says " making the 3 colour backgrounds in Kid Chaos appear to be closer to 100 colours"
Does he mean 8?
Or same as toki but the background only uses three colours and can be done quickly
I dont think it uses Sprites I tried disabling them in Debug mode and nothing?
I also havent tried counting the number of colours the tiles use yet.

Thanks

Last edited by Retro1234; 02 June 2011 at 15:20.
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Old 02 June 2011, 16:21   #10
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Kid Chaos is Dual Playfield as far as I know.
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