![]() |
|
|||||||
| Register | >> Amiga FAQ/Wiki << | Rules & Help | Members List / Moderators List | Search | Today's Posts | Mark Forums Read |
![]() |
|
|
Thread Tools |
|
|
#1 |
|
Registered User
Join Date: Jun 2012
Location: Perth, Australia
Posts: 8
|
Shadow of the Beast III sprites
Hi there,
Recently I've been ripping some graphics from SOTB3. Thought I'd share what I've found so far... |
|
|
|
|
|
#2 |
|
Registered User
Join Date: Jun 2012
Location: Perth, Australia
Posts: 8
|
Level 1 sprites
|
|
|
|
|
|
#3 |
|
Registered User
Join Date: Jun 2012
Location: Perth, Australia
Posts: 8
|
Level 1 tiles
Please note that some of these tiles have different (or several) color sets in game. SOTB3 seems to use a dynamic palette. |
|
|
|
|
|
#4 |
|
CaptainM68K-ExtADF
|
mmmh a dynamic palette ? excellent, and good to know !
__________________
Denis |
|
|
|
|
|
#5 |
|
Moderator
|
i remember that banshee uses different amount of bitplanes for the tiles...never seen this before and never saw it again....
![]() |
|
|
|
|
|
#6 |
|
Registered User
Join Date: Jun 2012
Location: Perth, Australia
Posts: 8
|
Tiles for levels 2,3,4 and 5.
|
|
|
|
|
|
#7 |
|
TinkerTailorContentMaker
Join Date: Nov 2009
Location: England
Posts: 444
|
|
|
|
|
|
|
#8 |
|
Registered User
Join Date: Feb 2012
Location: United Kingdom
Posts: 663
|
I'm always amazed by how the random sprites formulate a beautiful scene!
|
|
|
|
|
|
#9 | |
|
Registered User
Join Date: Jun 2012
Location: Perth, Australia
Posts: 8
|
Quote:
![]() I'm currently attempting to port the game to HTML5 and eventually hope to add some new levels. Got map rendering working today - http://twitpic.com/bohmvz |
|
|
|
|
|
|
#10 | |
|
TinkerTailorContentMaker
Join Date: Nov 2009
Location: England
Posts: 444
|
Quote:
Would love to see it in motion...If you ever need a musician somewhere down the line I would be happy to help. |
|
|
|
|
|
|
#11 |
|
Going nowhere
Join Date: Oct 2001
Location: United Kingdom
Age: 39
Posts: 5,029
|
You make that comment like it was a rare thing on the Amiga?
__________________
Former member of: LSD, Scoopex, Razor 1911, Dual Crew Shining, Rednex, Fairlight.www.southwestscrap.co.uk |
|
|
|
|
|
#12 |
|
CaptainM68K-ExtADF
|
there are not many games using dynamic palettes on amiga.
__________________
Denis |
|
|
|
|
|
#13 |
|
TinkerTailorContentMaker
Join Date: Nov 2009
Location: England
Posts: 444
|
A list would be nice
![]() |
|
|
|
|
|
#14 | |
|
Moderator
|
Quote:
Joe Maroni and Cody Jarrett probably know a lot of the games that change palettes as when they rip the levels for the HOL maps, they would have to piece them together in sections. But most of the maps seem to be static 16 or 32 colour palettes the entire way. I agree. What you often get is a few horizontal strips of colour palette changes but that's about it. Some that I can think of: SWIV - Read Ned Langman's interview in the SWIV section. Bermuda Triangle - the palette changes slightly in various sections of the map. They did it really badly however as the entire green background instantly changes to brown when you move a pixel sideways etc. Ruff'n'Tumble - From memory in the darker sections of the map the palette darkens slightly. (But that's just darkening everything rather than changing them). |
|
|
|
|
|
|
#15 | |
|
Registered User
Join Date: Jun 2012
Location: Perth, Australia
Posts: 8
|
Quote:
I'll host the project online at some point so you can all have a play. But I need to make sure it works on all the popular browsers first! |
|
|
|
|
|
|
#16 |
|
Registered User
Join Date: Jun 2012
Location: Perth, Australia
Posts: 8
|
|
|
|
|
|
|
#17 |
|
CaptainM68K-ExtADF
|
I add golden axe amiga, which is using 2 different palettes during level 1.
Pang is another one. there should be others ![]()
__________________
Denis |
|
|
|
|
|
#18 |
|
Moderator
|
one of the most amazing effects of changing palette during gameplay is lionheart in my opinion....
e.g. swamp level. the bitmaps (bobs/blitter objects) just use a depth of 3 bitplanes (2^3 = 8 colors). but screen output shows a mixture of copperlist and bobs. look at the difference between original memory stored map with screenshot: screenshot: http://hol.abime.net/hol_popup_pictu...jRSMFE9&zoom=1 map: http://hol.abime.net/hol_popup_pictu...FIwUT0=&zoom=2 |
|
|
|
|
|
#19 | |
|
TinkerTailorContentMaker
Join Date: Nov 2009
Location: England
Posts: 444
|
Quote:
I'm curious to why they are watermarked with the HOL logo though? I would love to use some of these bitmaps minus the watermark for a video project if I knew whom to ask ![]() |
|
|
|
|
|
|
#20 |
|
Moderator
|
we watermarked them because we don´t like it if other game databases use our work without permission.
what maps do you like to have "unmarked" ? i could recreate them our you simply ask RCK if he could send them to you.. ![]() |
|
|
|
|
|
#21 | |
|
TinkerTailorContentMaker
Join Date: Nov 2009
Location: England
Posts: 444
|
Quote:
My ignorance may show at times as I'm still learning what all the different members of this board do and what they contribute to the other Amiga sites. If you are able to send me the first couple of level maps of Lionheart as Bitmaps that would be awesome Joe! I'm not a 100% sure what I'd use them for at this point but I would certainly give credit to you guys for all the hard work of ripping the GFX. ![]() |
|
|
|
|
|
|
#22 |
|
Registered User
Join Date: Jun 2012
Location: Perth, Australia
Posts: 8
|
Tiles for the menu level.
|
|
|
|
![]() |
| Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
| Thread Tools | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| Shadow of the Beast III | switchblade | request.Old Rare Games | 3 | 26 April 2009 09:34 |
| Shadow of the Beast III T-shirt | viddi | Amiga scene | 14 | 02 December 2008 15:36 |
| shadow of the beast I II III mods | boing_1000 | request.Modules | 11 | 10 June 2008 13:49 |
| WHDLoad: Shadow of the beast III v1.3 | keropi | support.Games | 3 | 19 January 2007 23:14 |
| Shadow of the Beast III - Crashing... | DamienD | support.Games | 5 | 10 August 2005 16:18 |