![]() |
![]() |
#21 |
Eat Electric Death
Join Date: Feb 2007
Location: Germany
Posts: 327
|
Thanks for the hint!
![]() |
![]() |
![]() |
#22 |
Registered User
Join Date: Jan 2017
Location: Stuttgart / Germany
Age: 56
Posts: 44
|
Since my youth, I tried to get something more out of SOTB than some sprites or so. After doing many maps lately, I now came back to SOTB.
I will post any of my results step by step as far as I can reach. I did not start with the plains at the beginning, but with the the tree when you walk left and anter it. Here's what I found out:
Below you find my first approach with 2784x1475 pixels with the first appearing palette. This rsult can be seen in the first page of this thread too. The next step is to bring the additional palettes into play. I use the reconstruction of the gamemaps as a means of training my coding skills - so therefore I always try to create the maps on the Amiga side using assembly code. All files are saved as Amiga IFF ILBM files - if possible - usable with DPaint. Here is the main routine to create the map: Code:
Map_W = [87*32] Map_H = 1475 Map_D = 3 Map_Mod = [Map_W * Map_D / 8] - 40 Blt_Mod = [Map_W * Map_D / 8] - 4 ; ---------------------------------------------------------------------- Create_Map: lea Tiles,a0 ; Tiles Source Base move.l BODY(pc),a2 ; Destination Base lea Map,a4 lea $dff000,a6 move.l #$09f00000,$40(a6) move.l #-1,$44(a6) move.w #$0000,$64(a6) ; Modulo A move.w #Blt_Mod,$66(a6) ; Modulo D moveq #[Map_W/32]-1,d1 ; Column Loop CM2: moveq #[Map_H/25]-1,d0 ; Row Loop for each Column move.l a2,a3 ; Keep Original Destination Address CM1: moveq #0,d4 move.b (a4)+,d4 ; Read Tile Code from Map mulu #300,d4 ; MULU with Tile Size lea (a0,d4.l),a1 ; Current Tile Address bsr.s BB move.l a1,$50(a6) ; Source A move.l a3,$54(a6) ; Destination move.w #[25*64]+2,$58(a6) ; BLTSIZE add.l #[Map_W/8],a3 bsr.s BB move.l a3,$54(a6) ; Destination move.w #[25*64]+2,$58(a6) ; BLTSIZE add.l #[Map_W/8],a3 bsr.s BB move.l a3,$54(a6) ; Destination move.w #[25*64]+2,$58(a6) ; BLTSIZE add.l #[Map_W/8*Map_D*24] + [Map_W/8],a3 dbra d0,CM1 addq.l #4,a2 dbra d1,CM2 rts ; ---------------------------------------------------------------------- BB: tst.b 2(a6) BB2: btst #6,2(a6) bne.s BB2 rts |
![]() |
![]() |
#23 |
Registered User
Join Date: Aug 2006
Location: Scunthorpe/United Kingdom
Posts: 2,169
|
Oh hey that's nice
![]() I have some of the graphics ripped for my demo that you can find here: https://github.com/ZXDunny/SpecBAS-D...ter/misc/beast though of course they're arranged in a manner that I need - especially the trees - and there are extra trees in there that I added in for fun. Feel free to rip whatever you need. |
![]() |
![]() |
#24 |
Eat Electric Death
Join Date: Feb 2007
Location: Germany
Posts: 327
|
Oh great, I guess in that case I will have another look, thanks
![]() |
![]() |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
Shadow of the Beast | AF2013 | project.Sprites | 9 | 04 May 2017 16:02 |
Shadow of the Beast | Hewitson | Retrogaming General Discussion | 30 | 21 July 2011 15:38 |
Graphics Corrupt in Shadow Of The Beast II | Krenzathal | support.WinUAE | 7 | 15 March 2010 16:19 |
Shadow of the Beast | Twistin'Ghost | Amiga websites reviews | 17 | 05 July 2002 21:12 |
Shadow of the beast | Amiga 500+ | support.WinUAE | 1 | 17 April 2002 23:16 |
|
|