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#241 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,597
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#242 |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,213
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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. |
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#243 |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,213
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#244 | |
Registered User
Join Date: Jun 2020
Location: Druidia
Posts: 389
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Quote:
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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#245 |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,213
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#246 |
Registered User
Join Date: Jun 2020
Location: Druidia
Posts: 389
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#247 |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,213
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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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#248 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,814
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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.
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#249 |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,213
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#250 | |
Aghnar
Join Date: Jan 2019
Location: France
Posts: 155
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Quote:
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. |
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#251 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,814
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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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#252 | ||
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,437
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Quote:
![]() Quote:
So yeah, make your tools PC side and your life will be better ![]() |
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#253 |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,213
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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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#254 | |
Aghnar
Join Date: Jan 2019
Location: France
Posts: 155
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Quote:
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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#255 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,814
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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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#256 |
Aghnar
Join Date: Jan 2019
Location: France
Posts: 155
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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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#257 |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,213
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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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#258 |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,213
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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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#259 |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,213
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![]() What if I told you that this one was only 4 colours per line ? ![]() ![]() |
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#260 |
Moderator
Join Date: Jan 2002
Location: Chicago, IL
Posts: 3,390
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