03 February 2021, 21:34 | #221 |
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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 . Last edited by Konrad; 03 February 2021 at 21:40. |
03 February 2021, 21:35 | #222 |
Lemon. / Core Design
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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 |
03 February 2021, 21:36 | #223 |
Aghnar
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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 |
03 February 2021, 21:38 | #224 | |
J.M.D - Bedroom Musician
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Quote:
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03 February 2021, 21:39 | #225 | |
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Quote:
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03 February 2021, 21:40 | #226 | |
Aghnar
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Quote:
Edit : But I think that it is the shadow fighter algo (or they put the twice version on the disk) |
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03 February 2021, 21:42 | #227 | |
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Quote:
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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03 February 2021, 21:43 | #228 | ||
Inviyya Dude!
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Quote:
Almost no overhead. Could easily be done with the OCS dual playfield version as well. Quote:
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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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 |
03 February 2021, 22:03 | #230 | |
Aghnar
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Quote:
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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03 February 2021, 22:05 | #231 |
Phone Homer
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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/ |
03 February 2021, 22:05 | #232 |
Aghnar
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03 February 2021, 22:06 | #233 |
Aghnar
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03 February 2021, 22:09 | #234 |
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A couple more to cream your pants over |
03 February 2021, 22:10 | #235 |
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03 February 2021, 22:11 | #236 |
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03 February 2021, 22:12 | #237 |
Aghnar
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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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03 February 2021, 22:16 | #238 |
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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) |
03 February 2021, 22:17 | #239 |
J.M.D - Bedroom Musician
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03 February 2021, 22:18 | #240 |
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