![]() |
if those PNG's work well, is it viable to also support animated GIF's? might be interesting for some space games like rtype to have extra animated stars or something similar.
|
Video files are already supported. But I agree, GIF-support would be nice.
|
Quote:
Just choose some video codec that does not use lossy compression. Identical results. |
Quote:
Quote:
https://youtu.be/naReJepTZo4 |
Huh! That looks very nice indeed!
|
surprised, it actually looks really good.
|
Quote:
|
all thats needed now tbh is some kind of "Event" trigger system added to some whdload slaves that mark certain events in games (change of level, a scroller starting/stopping or whatever), Events which do nothing and dont do anything good or bad on real hardware, but perhaps these Events could be read/detected by WinUAE and automagically toggle on/off these new options for adding new effects, or change from 1 png/video to another.
|
That does look Really good. Like I say would love to see this on real hardware.
|
whats the corret way to use this? when i try adding a video or png my background is always replaced by a solid blue color.
EDIT: Ok got png's working, its video files im having issues with, anyone know what the correct format/codec/etc has to be? EDIT2: Got the videos working by just checking the OUTPUT prefs to see what codecs WinUAE supports there and assumed this works the other way also for genlock video input, which it does, i converted to CINEPAK to test and....it worked. just tried with a quick convert using... Code:
ffmpeg -i spaceloop.mp4 -c:v cinepak -an -vf scale=320:256 spaceloop.avi https://www.youtube.com/watch?v=um2uw_klg_A Attempt no2: https://www.youtube.com/watch?v=rtO_7GIdlXo |
Nice, very nice!
About the background change, maybe the easiest way is with a couple of hotkeys moving to next/previous image from a list |
Cool effects on Deluxe Galaga indeed, very atmospheric! :great
Quote:
Maybe 10 pics/vids that could be defined in the config and switched through by key presses (incl. turning them off) would be something that could be negotiated? ;) edit: Like vulture just suggested, too. Quote:
For Turrican in particular only levels 1-1, 1-2 and 1-3 are candidates though since the later ones all have multi-colored backgrounds (except for the world 5 sky but replacing that leads to gfx problems in other parts). |
Quote:
I think a hotkey to swap the background and a hotkey to turn it on/off would be the best solution inside of WinUAE. Looking forward to what's possible using WHDLoad :spin |
Quote:
This is awesome. |
1 Attachment(s)
Here the Great Giana Sisters slave supporting backgroung color gradient, set custom4=1 to use it.
Maybe you have a better palette, it could be included. :) |
Quote:
|
1 Attachment(s)
Quote:
|
The 100% Amiga solution. Looks perfect and is a huge improvement to the game. Merci beaucoup! :great
Hope this solution can be added to other slaves of single color background-games, too. |
This is an interesting topic, and one which I was thinking about recently too.
When they 'converted' Fire and Ice to the A1200/CD32, they masked out the backgrounds and used the extra bit plane on the A1200 to put a high colour image behind the game. As the bitplane used it's own independent colour palette, the colours in the game were unaffected. I think Gremlin also did this when they made Zool A1200. They just added a huge screen in the background which scrolled slowly in the same direction as whatever input was being received by the controller, so the sprite and the background moved at the same time. I'm sure the function to matt out plain backgrounds can be used on most solid background games within WHD and even without a genlock, using a copper list. With something like Turrican, each level loads by itself, so it might not be so hard to put some flags in the code when each level loads, which changes the copper list or switches it off. For Giana, the game has outdoor and inside levels, so it might not be so easy to get a good copper list for both types of levels without hacking the code. |
Turrican with the background graphics really make the foreground graphics pop.
Fascinating hardware feature, kind of amazing it's not been done before now. Very nice way to make deluxe versions of games. In theory do/could those min-amiga clones support this? |
All times are GMT +2. The time now is 14:43. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.