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#1081 | |
CaptainM68K-SPS France
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Quote:
Just check the image in 320x256 i did joint with this post ![]() |
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#1082 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,814
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good work
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#1083 | |
Registered User
Join Date: Dec 2015
Location: Poland
Posts: 189
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Quote:
Previous ones were so mixed up. This is my 8c EHB version Sandruzzo: The problemm with different palettes is that we are limited by sprites background. Their colours will be copperised so i can not use theier registers. What i had in mind is full 6 bitplanes sprites but drawn with 2 blits - one efficient for odd and second efficient for even. (efficient means no SAVE blit as Sandruzzo explained before) Last edited by Trachu; 04 July 2016 at 01:06. |
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#1084 |
CaptainM68K-SPS France
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#1085 |
Going nowhere
Join Date: Oct 2001
Location: United Kingdom
Age: 50
Posts: 9,017
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Is there a youtube link of this thing running yet?
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#1086 |
CaptainM68K-SPS France
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some other sweets straight from my factowy :
The intro screen, with the animated tiles ![]() The life from the game panel the rygar logo with the second palette ![]() |
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#1087 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,814
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I quickly generated a map and tileset of level 2 it should be ok but
I tried to run to just quickly test it in MapTapper but it said out of memory? |
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#1088 |
Registered User
Join Date: Dec 2015
Location: Poland
Posts: 189
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if you would look more closely you would see many repeated tiles. Unfortunatelly if only 1px movement occurs during the rip it happens.
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#1089 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,814
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Silly me the map works 214*12 - I was entering 3424*192
![]() Ok let me look at the tile set - Im not happy with it I just quickly did and tried to align it. produced 408 tiles I should be able to get this down. Last edited by Retro1234; 03 July 2016 at 21:51. |
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#1090 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,814
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Yeah theres no way thats 408 tiles it shouldnt take much work to decrease that.
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#1091 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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Wow!
What a Job! Thanks Mates. Give me some time, I'm the only that is programming it. So far I'm working on enemies behaviour |
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#1092 | |
2 contact me: email only!
Join Date: May 2001
Location: Auckland / New Zealand
Posts: 3,187
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Quote:
Regarding colour reducing the graphics, I hope the originals are being kept somewhere safe because if the palette is modified at a later stage, they can just be remapped. That'll be impossible if the colours are reduced too early! |
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#1093 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,814
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I ran it through my own image to tile & map tool - but I did give it a quick edit first the ground wasnt bang on 16 - but its up to how sandruzzo wants them.
The tiles are repeated so much it might be worth try to get one tile set for the whole game? Last edited by Retro1234; 04 July 2016 at 13:26. |
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#1094 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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Some frames' of the blue enemy arent' well aligned, and we miss it's attach animation. the one belowe the rocks' head
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#1095 |
Registered User
Join Date: Aug 2008
Location: Sintra, Portugal
Posts: 12
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Great work to all involved so far!
I've been thinking about this and maybe it would work... Before sandruzzo starts coding the whole game logic from scratch maybe he could get a good head start by using the same game logic from the x68000 port of the game. Afterwards it would be just a matter of replacing the graphics, sound, and input routine calls by Amiga ones, and we'd get a pretty solid conversion. It's probably not that simple, but I think it's doable. Let's see if we can manage a x68000 disassembly of this one... |
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#1096 | ||
Code Kitten
![]() Join Date: Aug 2015
Location: Montreal/Canadia
Age: 52
Posts: 1,178
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Quote:
Quote:
I have often wondered why games did not use this as often as possible. Looking at play through videos of Amiga games it is always striking how this would have saved a lot of DMA cycles. For ports like Rygar this is trickier because the colors are already chosen by the original game but for a new game this can lead to massive savings. |
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#1097 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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Not for that. If we use only 8 colors for each enemy you can sprade them as you like. 8 colors means only 3 planes to full coockie-cut
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#1098 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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Working on explosion in progress, added new .adf to my folder. Updated explosion working
Last edited by sandruzzo; 06 July 2016 at 11:22. |
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#1099 | |
Code Kitten
![]() Join Date: Aug 2015
Location: Montreal/Canadia
Age: 52
Posts: 1,178
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Quote:
Ripping from the original ROMs is fine since they are owned by the same entity but code and graphics from existing ports probably belong to whoever wrote the ports. Personally I would prefer to buy an official Amiga version of Rygar rather than to just download a pirate version of it. It does have more charm. ![]() |
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#1100 | |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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