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Old 03 February 2021, 21:34   #221
Konrad
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@Master484:
Hope you don't mind doing a few adjustments to your picture. I wanted it to be more colorful and closer to the original.
This was done in less than 10 minutes fiddling. I still see there alot of potential .
(Dithering doesn't look good, I tried this also)

I put my focus on Balrog, Blanka and Ryu. Honda just slighty adjusted.
Guile should receive a green top (now possible with the palette)
Dee Jay I didn't touch at all, but there's also alot to improve.



I first thought that you can get no good out of 7 colors, but for OCS this looks really good IMO .
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Old 03 February 2021, 21:35   #222
DanScott
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Originally Posted by alain.treesong View Post
5 colors + 1 color for each char is better
How do you intend to do that though?

What you will have to do is reserve (for example) colours 6 and 7 for this, but make sure every character has it drawn in colour 6. Then when you load a character in, if it is the 2nd character, you have to go through every frame and remap any pixels that are colour 6, to colour 7
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Old 03 February 2021, 21:36   #223
alain.treesong
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There are five common color and each color has a specific one (so in fact each char is in 6 colors).
In the demo, indeed, Ryu has 7 colors (because of his headband) but in the last attached screen, you can see that it has only 6 colors. Same thing for Ken.
I think that i did a mistake for Zangief and forgot to replace the white by the light pink. I am not a graphist, that this is sure
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Old 03 February 2021, 21:38   #224
saimon69
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Originally Posted by DanScott View Post
How do you intend to do that though?

What you will have to do is reserver for example, colours 6 and 7 for this, but make sure every character has it drawn in colour 6. Then when you load a character in, if it is the 2nd character, you have to go through every frame and remap any pixels that are colour 6, to colour 7
I wonder if instead of one bob they were moving two, one with the specific color and one with the rest - either as mask (specific first) or overlay (specific last) - how much raster time will steal this?
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Old 03 February 2021, 21:39   #225
DanScott
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Quote:
Originally Posted by Konrad View Post
@Master484:
Hope you don't mind doing a few adjustments to your picture. I wanted it to be more colorful and closer to the original.
This was done in less than 10 minutes fiddling. I still see there alot of potential .
(Dithering doesn't look good, I tried this also)

I put my focus on Balrog, Blanka and Ryu. Honda just slighty adjusted.
Guile should receive a green top (now possible with the palette)
Dee Jay I didn't touch at all, but there's also alot to improve.



I first thought that you can get no good out of 7 colors, but for OCS this looks really good IMO .
Good attempt, but personally I prefer the previous 7 colour version by Master.. although there isn't the green in those ones, there is less of the harsh contrast of colours.
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Old 03 February 2021, 21:40   #226
alain.treesong
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Originally Posted by DanScott View Post
How do you intend to do that though?

What you will have to do is reserver for example, colours 6 and 7 for this, but make sure every character has it drawn in colour 6. Then when you load a character in, if it is the 2nd character, you have to go through every frame and remap any pixels that are colour 6, to colour 7
Ah, I didn't say it was easy :-)

Edit : But I think that it is the shadow fighter algo (or they put the twice version on the disk)
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Old 03 February 2021, 21:42   #227
Konrad
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Originally Posted by DanScott View Post
Good attempt, but personally I prefer the previous 7 colour version by Master.. although there isn't the green in those ones, there is less of the harsh contrast of colours.
I updated it, see above . Didn't expect that answers come that fast .
The first picture by master is not so harsh, correct. But character colors are too close for me in that one. Each character should stand out alittle more IMO.
But anyway, just wanted to show that there is more potential. And I'm now convinced that if someone takes his time, you can achieve a very good result.
Not just color changing and swapping as I did
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Old 03 February 2021, 21:43   #228
Tigerskunk
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Originally Posted by jotd View Post
a few Amiga (ECS) fighting games have a parallax floor.

- Elfmania
- Master Axe (yeah, you read it right, Master Axe). Not on the first level, but all other levels have parallax floors

It's probably more of a blitter job than a cpu job.
I read somewhere here it's done with a table, and changing bitmap and scroll pointers that are read out of it via the copper..

Almost no overhead.

Could easily be done with the OCS dual playfield version as well.

Quote:
Originally Posted by DanScott View Post
Good attempt, but personally I prefer the previous 7 colour version by Master.. although there isn't the green in those ones, there is less of the harsh contrast of colours.
I also prefer Master484's version. The colour ramps look a lot more alive, and that makes up for the general lack of colors.
In the edited version, it feels like neither fish nor flesh.

I'd like to see the arcade sprite sheets done with this colour palette. With 3 bitplanes these might get blitted fast enough, and RAM seems sufficient if Alain is right...

Last edited by Tigerskunk; 03 February 2021 at 21:49.
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Old 03 February 2021, 21:57   #229
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This is an 8 colour image, with each line having a separate palette

Yes, there's a couple of errors, but perhaps we can tweak our image converter
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Old 03 February 2021, 22:03   #230
alain.treesong
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Originally Posted by Steril707 View Post
I'd like to see the arcade sprite sheets done with this colour palette. With 3 bitplanes these might get blitted fast enough, and RAM seems sufficient if Alain is right...
Ram will be sufficient

If :
- there will be a flipping bobs on the fly algo
- the chars are subdivided in multiple parts
- not all the different moves are ported.

But with all that, I think it is possible.


I think a bit about the one color specific version and the problem of index of the specific color. One simple solution (there are many), but I may be wrong , is to have 4 bitplanes in the disk for each chars. The bitplane 0 has 2 versions (in case of the use of the index 6 or 7 as specific color).
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Old 03 February 2021, 22:05   #231
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now I'm starting to see some potential, amazing really what can be done of such a limited palette.

Some levels don't have much Parallax scrolling except the floor couldn't those levels be 16colour ?

the USGold version were basically split to body and legs



https://codetapper.com/amiga/rips/street-fighter-2/
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Old 03 February 2021, 22:05   #232
alain.treesong
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Originally Posted by DanScott View Post


This is an 8 colour image, with each line having a separate palette

Yes, there's a couple of errors, but perhaps we can tweak our image converter
Excellent
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Old 03 February 2021, 22:06   #233
alain.treesong
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Originally Posted by Retro1234 View Post
now I'm starting to see some potential, amazing really what can be done of such a limited palette.

Some levels don't have much Parallax scrolling except the floor couldn't those levels be 16colour ?
You see that the dual playfield is a a cool thing ;-)
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Old 03 February 2021, 22:09   #234
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A couple more to cream your pants over
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Old 03 February 2021, 22:10   #235
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Originally Posted by DanScott View Post

This is an 8 colour image, with each line having a separate palette

Yes, there's a couple of errors, but perhaps we can tweak our image converter

Did you use a tool for this? What one?
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Old 03 February 2021, 22:11   #236
DanScott
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Did you use a tool for this? What one?
It's our own custom tool
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Old 03 February 2021, 22:12   #237
alain.treesong
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Ah since the beginning, all the guy who spoke about the dual playfied, of course, knows that the copper will do the thing. But images are better than words sometimes ...
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Old 03 February 2021, 22:16   #238
DanScott
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The backgrounds could of course be retweaked first, before conversion, just to "aid" the conversion process.

We could also add some kind of pixel range for some colours, to ensure they remain constant from scanline A to scanline B (would help prevent those horizontal lines in the sky/clouds on the boat background)
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Old 03 February 2021, 22:17   #239
saimon69
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It's our own custom tool
Might be the same tool used for Universe i guess
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Old 03 February 2021, 22:18   #240
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It's our own custom tool

I want that magic!
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