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Old 08 June 2017, 17:06   #1841
sandruzzo
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Now on rygar engine I read files data come from Tiled editor
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Old 08 June 2017, 18:04   #1842
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Quote:
Originally Posted by sandruzzo View Post
Now on rygar engine I read files data come from Tiled editor
That's incredibly cool
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Old 08 June 2017, 18:20   #1843
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Guys, can we please keep this thread about "Rygar" and not CPS2 --> xxx conversions?

If you want to continue talking about CPS2 conversions then I'll move all your post to another thread...

Edit: done and moved to this thread: Arcade / Console --> Amiga conversion discussions

Last edited by DamienD; 08 June 2017 at 19:50.
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Old 08 June 2017, 19:53   #1844
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Quote:
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Now on rygar engine I read files data come from Tiled editor
That's indeed a facility thanks to tiled It's the most useful tool i have ever got my hands on to work out games using tiles
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Old 12 June 2017, 14:28   #1845
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From Invent 64 ehb amiga tiles!

https://drive.google.com/file/d/0B03...ew?usp=sharing


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Old 12 June 2017, 20:42   #1846
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Quote:
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I'd love to see that image sandruzzo but:

a) can't see it via EAB.
b) being a mod, I looked at your post, then copied / pasted the URL but get this:



Can you upload somewhere else so we can all see?

Personally I find Image Upload quite a good image hosting site
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Old 13 June 2017, 00:50   #1847
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Hi DamienD, see attachment (while still fine tuning it is closer)
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Name:	Rygar_Arcade_AmigaHB_v01.png
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Old 13 June 2017, 06:58   #1848
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It's fabulous ! the graphics are as good in 64 colors as the coin-op !!! wow !
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Old 13 June 2017, 07:40   #1849
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Thanks dlfrsilver. We use 48 colours out of the 64, the last 8(16) colours are used for parallax background.

Almost all shades have been reserved, that is we haven't flattened two are more shades into one colour.
To optimise further we may do a few other tricks, changing palette per level to further enhance conversion.
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Old 13 June 2017, 07:57   #1850
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Quote:
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Thanks dlfrsilver. We use 48 colours out of the 64, the last 8(16) colours are used for parallax background.

Almost all shades have been reserved, that is we haven't flattened two are more shades into one colour.
To optimise further we may do a few other tricks, changing palette per level to further enhance conversion.
Outstanding work!
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Old 13 June 2017, 09:52   #1851
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So the Amiga is able, even on A500 to have a good scrolling beatem up with 64 colors mode heheheh
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Old 13 June 2017, 10:30   #1852
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Hi DamienD, see attachment (while still fine tuning it is closer)
Ah, thank you kindly good sir

Looking friggin' awesome, well done
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Old 13 June 2017, 12:52   #1853
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Quote:
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Thanks dlfrsilver. We use 48 colours out of the 64, the last 8(16) colours are used for parallax background.

Almost all shades have been reserved, that is we haven't flattened two are more shades into one colour.
To optimise further we may do a few other tricks, changing palette per level to further enhance conversion.
These look amazing!
Is the 48 including colours for the player and enemies?
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Old 13 June 2017, 12:59   #1854
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Hi Roondar, yes includes player
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Old 13 June 2017, 14:15   #1855
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Good job, it looks very nice in 64 colors !

But if you guys use 64 colors, will it be possible to display the same amount of sprites/bobs as shown in this old version of Rygar without reducing the framerate (go to 37 sec): [ Show youtube player ]

Ho, and now that the number of color got increased, will the original background tiles could be used instead of the actual one ?
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Old 16 June 2017, 08:09   #1856
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64 colors enemies!





https://www.imageupload.co.uk/image/D5IR
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Old 16 June 2017, 09:38   #1857
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this is superb !!! @Jack Burton : nope, the original arcade tiles use more than 350 colors.
the OCS ECS amiga just can't support that.
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Old 16 June 2017, 11:10   #1858
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Now, I'm going to convert gfx into interleaved map. We can squeeze a little bit more power our of Amiga!
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Old 16 June 2017, 13:43   #1859
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ah so great !!!
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Old 16 June 2017, 18:12   #1860
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Quote:
Originally Posted by dlfrsilver View Post
this is superb !!! @Jack Burton : nope, the original arcade tiles use more than 350 colors.
the OCS ECS amiga just can't support that.
I already know that.

I was refering to the mountain (and the lake) tiles in the first level. Replacing the mountains with the (eventually color reduced) originals ones would make Rygar conversion really faithful to the arcade original...
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