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Old 08 June 2020, 10:42   #14
jotd
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Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,163
you'll find hard to convert assets to amiga-compatible stuff. Audio isn't really an issue as it's only "one-dimensional" and sample players are very well done. The graphics are really a big issue

- you have to decide of a palette, when arcade assets often come as 24 bit PNG, and master the order of the colors (when even paletted formats shuffle the palette randomly)
- you have to convert the data to bitplanes

in "Bagman" I have used python scripts using Pillow to read the pngs, concat them, then use imagemagick to use the same palette, split them back into separate raw bitplane images.

Alternatives are using amiga tools like DPaint which respect the palette. That probably involves a lot of clicking, and using an amiga to edit images when python+pillow, Gimp & PSP exist... well...
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