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Old 09 October 2015, 14:35   #561
sandruzzo
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Originally Posted by Cylon View Post
Why not try an AGA display tryout?
2x 4planes, hires sprites, hicolour sprites, smooth shires scrolling,......
If I have to work with Aga I'd rather prefer to do another project, specified for that platform
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Old 09 November 2015, 10:28   #562
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Hi,
very, very interesting thread I still did not read all posts but:

I would say that Saint Dragon is pretty much same as Rygar:

[ Show youtube player ]

right?

Saint Dragon is written by http://www.codetapper.com/amiga/inte...eket-weeserik/
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Old 22 November 2015, 23:48   #563
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Sandruzzo, since no one was able to help you, I'll try it out.

You need a background graphic which is 16 pixels wide, 16 frames each one 1-pixel shifted on each frame? Which background do you need?
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Old 23 November 2015, 06:03   #564
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Sandruzzo, since no one was able to help you, I'll try it out.

You need a background graphic which is 16 pixels wide, 16 frames each one 1-pixel shifted on each frame? Which background do you need?
64 pix wide because I use 4 HW sprites with 4 colors
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Old 23 November 2015, 06:15   #565
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I am no graphic artist, but I'll do my best to get it with just 4 colors. I'll try to send it to you tomorrow.


On what file format should I send to you? Also, 64 frames, for a 1pixel scroller?


One question, why just 4 colors? If you are using attached sprites, can't you go for 16 colors? Or are you going to save HW sprites/colors for something else ?
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Old 23 November 2015, 06:25   #566
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yes I can go for 16 colors, but only 32 px wide. Mind you

I need frame by frame file .iff format, each frame for each sprites

Last edited by TCD; 23 November 2015 at 10:45. Reason: Back-to-back posts merged.
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Old 23 November 2015, 16:03   #567
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Can you please check if this image would be ok? If it is, I'll do 64 horizontal shifts to it and send it to you.
Attached Files
File Type: rar sprite1.rar (656 Bytes, 72 views)
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Old 23 November 2015, 16:04   #568
sandruzzo
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Can you please check if this image would be ok? If it is, I'll do 64 horizontal shifts to it and send it to you.
It Semmes ok, But keep in Mind that we have to use colors from 15 to 31 and only attached sprites can use all of them
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Old 23 November 2015, 16:19   #569
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I am completely newbie about this, do i need to do anything on the image to. Use the correct colors? Is the pallete already defined somewhere?

I Just saved the image in PNG, converted it to iff using old paint shop pro and uploaded it here.
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Old 23 November 2015, 16:26   #570
sandruzzo
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I am completely newbie about this, do i need to do anything on the image to. Use the correct colors? Is the pallete already defined somewhere?

I Just saved the image in PNG, converted it to iff using old paint shop pro and uploaded it here.
In the zone there is all
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Old 23 November 2015, 20:03   #571
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Quote:
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yes I can go for 16 colors, but only 32 px wide. Mind you

I need frame by frame file .iff format, each frame for each sprites
Why on earth do you need every possible indentation? You can surely rotate the pixel data yourself in code if you need 32 versions of it. The 68k has rotate operations after all.
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Old 24 November 2015, 07:32   #572
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Why on earth do you need every possible indentation? You can surely rotate the pixel data yourself in code if you need 32 versions of it. The 68k has rotate operations after all.
Codetapper thanks for the tip. As I said, too much time far from Amiga programming
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Old 24 November 2015, 15:19   #573
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So you won't need the background shifted?
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Old 24 November 2015, 16:25   #574
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So you won't need the background shifted?
Just the final 32px 16 colors background. I'll do the shift
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Old 24 November 2015, 16:31   #575
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I was going for a 64px 4 Colors wide..... what do u prefer?
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Old 24 November 2015, 16:35   #576
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I was going for a 64px 4 Colors wide..... what do u prefer?
since sprites use different palette, I think it's better to have 32px wide..
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Old 24 November 2015, 19:19   #577
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since sprites use different palette, I think it's better to have 32px wide..
When you attach two sprites together that forces them to share the same palette entries so you do not have to lose all 16 upper palette entries to sprites.
I haven't confirmed the phenomenon myself but I saw it mentioned in several threads here.
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Old 24 November 2015, 20:03   #578
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I also think now that a 64 px wide would look better even with just 4 color than a 32px wide with 16 colors.

You don't need 16 colors to do a simple mountain backdrop
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Old 24 November 2015, 20:24   #579
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Is nice to see new life in this thread! Should i restart to work on the in-game music? :P
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Old 25 November 2015, 01:04   #580
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Ok, I got the Rygar Sprites files, got the pallete from there, I'm working in a 4 colors 64 wide sprite.

From what I understand from attached sprites (Thank you for your site, Codetapper ), I can use any from the 16 last colors from the pallete. Is this right?

I am using color 31 as transparent color, and using colors 15-30 to make the background (I am actually using just 3 colors anyway). Is this ok?
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