01 May 2015, 11:57 | #321 |
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or you go for an AGA version.....
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01 May 2015, 14:40 | #322 | |
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And we have some left due to screen size. We do our best |
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01 May 2015, 16:41 | #323 |
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Now Rygar fall down into the floors' halls. If someone can provide me halls' coordinates and lenght, I'll insert them..
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01 May 2015, 16:48 | #324 |
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A clear plan what the hardware can do and what cannot do, and what is required will be nice. It's a big waste of time to do all graphics, palettes and then discover that the hardware can not do it. Better adapt the game to the hardware than trying to make a perfect conversion that cannot be done.
I don't know but with all these 32 color limitations maybe i would go for dual playfield if i wanted the background or else drop it completely or go for 16 colors for everything and use the sprites for background. Dual playfield needs some ace job for graphics to look nice though and lots of copper magic to make it acceptable. |
01 May 2015, 17:00 | #325 |
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In order to do rygar for Ecs we have to drop some features. Dual Playfield stole a lot of cycle since only 25% we'll be left.
I'll do some test with 16 colors for all and use 4 sprite of 3 colors hw for parallax. Just some visual test to see if gfx would be acceptable |
02 May 2015, 09:32 | #326 |
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@Sandruzzo
In order to reduce the load, Powder implemented some methods in using reduced palettes on a 16 color screen using more or less bitmaps and enabling the use of several subpalettes of 8,4 and 2 colors; that could help |
02 May 2015, 13:06 | #327 |
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@saimon69
Since not all screen is filled with enemies, we can turn on/off some bitplanes.It's up to us to work well with them and copper in order to have a lot of colors on screen |
02 May 2015, 13:13 | #328 |
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In 16 colour mode, the game will look awful, despite any copper tricks. There are simply too many enemies that can pretty much move over the entire height of the screen to allow palette changes.
The main game window is only 184 pixels tall, surely you can get 32 colours going correctly along with some sprites? |
02 May 2015, 13:16 | #329 | ||
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Last edited by TCD; 02 May 2015 at 18:40. Reason: Back-to-back posts merged. |
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02 May 2015, 17:30 | #330 |
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This is the palette i used for 32 colors. I expanded dawnbringers 16 palette to 32 and used the db16 palette for sprites.
sprites palette |
02 May 2015, 17:55 | #331 |
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Good Job Mate! I'm waiting for the final gfx tiles and sprite to use!
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03 May 2015, 17:48 | #332 |
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@Nobody
Can you provide me a 3 colors' parallax gfx? I'll do some test to put it into the game. |
09 May 2015, 07:04 | #333 |
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Mates,
I'm waiting for graphics to use for the game. |
09 May 2015, 09:37 | #334 |
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I gave all the sprites in 16 colors and the palettes. I don't have the tiles even if i had them i don't have a program to make maps.
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09 May 2015, 10:02 | #335 |
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And I don't have the palette in the order you intend to use, so I can't remap level 1 and output a map either. What I need is a PNG or IFF file with the correct palette and then I can run the output again.
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09 May 2015, 10:15 | #336 | |
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@CodeTapper, can you provide me a 4 sprites 3 color parallax layer? I would like to add them to background, to see if we can do it. Can you converte it into .iff file? http://eab.abime.net/showpost.php?p=...&postcount=216 Last edited by TCD; 09 May 2015 at 10:42. Reason: Back-to-back posts merged. |
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09 May 2015, 10:20 | #337 |
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That "palette" is useless to me. I don't have time to type in hex values to guess which order is supposed to be used when presumably Nobody has a file with the actual 32 colours in the order he wants.
That 4 colour background image won't work either, unless you are actually using 6 sprites to display it (but you've written 4). If you are using 4 sprites then you are using up 6 entries from your palette, so your 32 colours above has 3 too many. The only way around that is to use two 3 colour sprites for the first 32 pixels, and use up four 15 colour sprites for the other 32 pixels. Leaving only 2 left. There seems to be a lot of confusion with the technical aspects of this project imho. Can't you just show everyone a demo of a 32 colour screen with a repeated sprite layer in the background and not worry about having the exact graphics for now? Last edited by Codetapper; 09 May 2015 at 10:31. |
09 May 2015, 10:30 | #338 | |
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09 May 2015, 11:33 | #339 |
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Uploaded one rygar palette iff. 0-15 colors are sprites colors also Rygar sprites with 0-15 colors arranged
Last edited by nobody; 09 May 2015 at 11:39. |
09 May 2015, 11:35 | #340 |
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Check the zone for Rygar_Level1_V2.zip. It's not exactly what you want, because I have no idea where each palette entry is supposed to be. You will have to remap the colours to whatever the final place is.
But you don't need me to reconvert the map, the original 256 colour graphics are rygar_level_1_2816x192.png, the 32 colour remapped graphics are rygar_level_1_2816x192_32col.png and you can just alter Level_1_16x16_Tiles.png in your paint program and remap them and use those. Also be aware those rocks that Rygar stands on are drawn on later by the game, so they are not currently in the map. Someone else is welcome to add them. |
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