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Old 03 February 2021, 22:27   #241
saimon69
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Originally Posted by Jobbo View Post
I want that magic!
Afraid someone need to build one, i wonder if Amos or Blitz Basic might be enough
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Old 03 February 2021, 22:28   #242
DanScott
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Originally Posted by saimon69 View Post
Might be the same tool used for Universe i guess
No, it's a tool written for our demo De Profundis for one of the screens there

These screens look really good in 16 colours per line too.. would be good for AGA, or perhaps 8 fixed colours and 7 changing per line would be good.
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Old 03 February 2021, 22:32   #243
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Afraid someone need to build one, i wonder if Amos or Blitz Basic might be enough
How about using Unity, or HTML 5 or even dare I say it JavaScript ?

Tools don't need to (and in fact don't really want to) be running on Amiga these days
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Old 03 February 2021, 22:34   #244
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No, it's a tool written for our demo De Profundis for one of the screens there

These screens look really good in 16 colours per line too.. would be good for AGA, or perhaps 8 fixed colours and 7 changing per line would be good.

Looks like it's used on the morphing skulls part. Is it used anywhere else? It does seems like it'd be worth using all over the place for logos and backgrounds.
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Old 03 February 2021, 22:35   #245
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Looks like it's used on the morphing skulls part. Is it used anywhere else? It does seems like it'd be worth using all over the place for logos and backgrounds.
Yes, it was used specifically there
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Old 03 February 2021, 22:36   #246
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Yes, it was used specifically there

Did Leonard make it? It has the look of Spectrum512 on the ST.
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Old 03 February 2021, 22:44   #247
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No, Soundy made the converter... Leonard used the output for that part though with his "infinite" bobs (style) routine
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Old 03 February 2021, 22:45   #248
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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 ...
all very well people saying this and that but who has the skill and tools to do what was just uploaded.
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Old 03 February 2021, 22:46   #249
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all very well people saying this and that but who has the skill and tools to do what was just uploaded.
I'd say there were probably quite a few, myself included.
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Old 03 February 2021, 23:02   #250
alain.treesong
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all very well people saying this and that but who has the skill and tools to do what was just uploaded.
The tool is one thing.
But regardless of this, using the copper to change some colors is quite easy.
I was doing exactly that. But of course I am not a graphist and the tool gives a better rendering than I can get tonight.
So here is what I got, not as nice as the screens just posted of course.
Click image for larger version

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Old 03 February 2021, 23:04   #251
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sorry I don't get it youve used the copper to create a different colour per line? not a different pallet per line.
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Old 03 February 2021, 23:36   #252
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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
That image looks amazing. Copper colour reloading is such a nice thing. I actually got into an argument with some guy on YouTube a while back who argued that the Copper could only do harsh gradients and that Copper colour reloading "didn't add to the look of Amiga games". Perhaps I should forward him this image

Quote:
Originally Posted by DanScott View Post
How about using Unity, or HTML 5 or even dare I say it JavaScript ?

Tools don't need to (and in fact don't really want to) be running on Amiga these days
Been porting some of my tools to python myself. What used to take me days to write on the Amiga now takes a few hours at the most. Image conversion was one of my first attempts. It's just so convenient to use modern tools.

So yeah, make your tools PC side and your life will be better
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Old 03 February 2021, 23:42   #253
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Actually I grabbed those images off the screen with Snipping Tool, so it has applied some filtering for some reason.

Will try to get some proper image output
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Old 03 February 2021, 23:43   #254
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sorry I don't get it youve used the copper to create a different colour per line? not a different pallet per line.
Not sure to understand your sentence. Anyway there is some copper timing, but we can update of course different colours index values during the same raster line.

In the image I posted, I only change at most only one colour in a line at the same time. But this is only because it is a test and I use the simple and easy instructions AMOS Rainbow and Rain (poetic isn't it) which are very restrictive. Of course we can use the instr copper off and code the copperlist ourself (or use another langage).

All what I suggested is that it is classic to multiple the colors of a background in a dual playfield amiga mode. Dozens of game do that. And this kind of game is the perfect candidate to do that.
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Old 03 February 2021, 23:47   #255
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about one game has a different pallet per line.

it is possible in Amos though KevG did it https://www.ultimateamiga.com/index.php?topic=9300.0
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Old 03 February 2021, 23:52   #256
alain.treesong
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It is not necessary to have all the palette changed during the same line to get beautiful image.
But you are right that not a lot of game did that (because it is not so necessary actually).

I suppose that KevG does it by using the instr "copper off" and code all the copper list himself. The problem when you do that is that you lose all the screens and sprites operations support brought by Amos. So it is perhaps better to use another langage :-)

It is also possible to write your own set of instructions (in 68k) and add this as an extension in amos
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Old 04 February 2021, 01:35   #257
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With one playfield for bobs, and the other for the background, we could even use the hardware sprites for other elements of the background perhaps ? So we could strip the orange lanterns from Hondas background, improving the colour conversion of rest of it, and then have the lanterns addes as hardware sprites, moving in a slight parallax with the background.

Just need to look at each background and decide how and what can be done as a sprite overlay (ie.. the tree in Blanka background, again that could be hardware sprites if required)... I think there's A LOT that can be done to make a good SF2 on OCS/ECS

One of the biggest problems would be the image flipping & possibly decompression of animations, but that's something that could be tackled (working with only 7 colour bobs certainly helps). Perhaps the 50/50 flip method would be suitable, to keep CPU load stable
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Old 04 February 2021, 01:36   #258
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I've got a week off work next week, so I might put a little bit of time into this, and see what can be done
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Old 04 February 2021, 01:46   #259
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What if I told you that this one was only 4 colours per line ?
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Old 04 February 2021, 02:28   #260
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I've got a week off work next week, so I might put a little bit of time into this, and see what can be done
Awesome, please do!
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