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#1361 |
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Join Date: May 2001
Location: ?
Posts: 19,658
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Is there anywhere we can take a look at how this is progressing?
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#1362 |
Banned
Join Date: Aug 2005
Location: London / Sydney
Age: 47
Posts: 20,420
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Download the .ADF from sandruzzo's Google Drive:
https://drive.google.com/folderview?...mM&usp=sharing The disk isn't bootable though so I usually run up my basic WB 3.1 .HDF and run it from there ![]() |
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#1363 |
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Join Date: May 2001
Location: ?
Posts: 19,658
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#1364 |
Banned
Join Date: Aug 2005
Location: London / Sydney
Age: 47
Posts: 20,420
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#1365 |
Registered User
Join Date: Dec 2015
Location: Poland
Posts: 189
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Ok, I have finally done some things
1. Ryggar sprites are sharing the same 16colour palette with enemies and are using first colour registers 0-15 (hence 4 bitplanes) 2. There is a new copperised 15colour background using only 4 colours in single line. I have optimised coppermoves in the background so in single line you have to change only one register and limited the overall copper moves. The background is little worse but DMA is optimised. I hope i did not fucked something, as i am doing it literally letter by letter. #LINE0 ;SPRITE COLOR00 COLOR00 = 0 85 221 ;SPRITE COLOR01 COLOR17 = 136 170 204 COLOR20 = 136 170 204 ;SPRITE COLOR02 COLOR18 = 102 136 119 COLOR24 = 102 136 119 ;SPRITE COLOR03 COLOR19 = 34 102 187 COLOR28 = 34 102 187 #LINE8 ;SPRITE COLOR01 COLOR17 = 153 102 17 #LINE9 ;SPRITE COLOR01 COLOR20 = 153 102 17 #LINE12 ;SPRITE COLOR00 COLOR00 = 68 119 153 #LINE16 ;SPRITE COLOR03 COLOR19 = 221 170 85 #LINE17 ;SPRITE COLOR03 COLOR28 = 221 170 85 #LINE20 ;SPRITE COLOR00 COLOR00 = 136 153 102 #LINE24 ;SPRITE COLOR02 COLOR18 = 170 170 85 #LINE25 ;SPRITE COLOR02 COLOR24 = 170 170 85 #LINE28 ;SPRITE COLOR00 COLOR00 = 187 136 51 #LINE36 ;SPRITE COLOR02 COLOR18 = 119 68 51 #LINE37 ;SPRITE COLOR02 COLOR24 = 119 68 51 #LINE45 ;SPRITE COLOR03 COLOR19 = 0 102 0 #LINE46 ;SPRITE COLOR03 COLOR28 = 0 102 0 #LINE52 ;SPRITE COLOR00 COLOR00 = 0 187 85 #LINE68 ;SPRITE COLOR01 COLOR17 = 0 0 204 #LINE69 ;SPRITE COLOR01 COLOR20 = 0 0 204 #LINE70 ;SPRITE COLOR02 COLOR18 = 0 153 0 #LINE71 ;SPRITE COLOR02 COLOR24 = 0 153 0 |
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#1366 | |
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Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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Quote:
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#1367 |
Registered User
Join Date: Dec 2015
Location: Poland
Posts: 189
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I put also the tiles coz i was not sure i was using the right palette, but it should be the same.
As for the top and bottom I suggest reorganise it. On Top we will use only 4colours 2 bitplanes. On down we will use 4 bitplanes 16colors and we will move medals here also. This is what i propose. Last edited by Trachu; 23 September 2016 at 09:46. |
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#1368 | |
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Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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Quote:
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#1369 |
Registered User
Join Date: Dec 2015
Location: Poland
Posts: 189
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I guess someone is working on extraction all enemy sprites, right?
Or they have been extracted before and i missed it??? |
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#1370 | |
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Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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Quote:
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#1371 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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#1372 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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@Trachu
Rygars' frames in the package arent' the ones that I'm using, can't use it. Even tiles arent' ok. Last edited by sandruzzo; 23 September 2016 at 10:52. |
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#1373 |
Registered User
Join Date: Dec 2015
Location: Poland
Posts: 189
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Previously i was working on incomplete set, this one is complete set of Ryggar sprites in all 13 colours (previously 12)!!!
Yes they are in different places on bitmap but all of them were alligned into 32x32 blocks. You need to rearrange your code, but this is ALL. I still have incomplete set of Enemy sprites and their animation, when i will have the complete i will convert them to fill the gaps in the animation and you will have to rearrange your code again. Unfortunatelly if we dont have everything at once this is what happens. |
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#1374 | |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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Quote:
![]() New parallax in place, working on copper list ![]() |
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#1375 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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@Trachu
Mate, you gave me the copper palette wich is 8 bit!!! We only have 4 bit for each color, so yuo should remap them. ex: #LINE0 ;SPRITE COLOR00 COLOR00 = 0 85 221 ; too much here! we can have 12 bit palette not 24 bit! ![]() |
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#1376 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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@Trachu
Beside line 0, I've seen that you're changing only one color for some lines. Are you sure that's ok, in order to have 16 color parallax? I thought we would have change 4 colors for each lines... Just to understand |
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#1377 |
Registered User
Join Date: Dec 2015
Location: Poland
Posts: 189
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0 85 221 in RGB12 means R=0 G=85/17=5 B=221/17=13
In order to optimise DMA access some lines contain only 3 colors in line, hence we can change only one register in one line and second in another, because this particular colour is not used in this line. This is because I want to have as many available odd cycles as possible to use by CPU or blitter, so our copper can not interfere with sprite DMA. The optimal would be sprite dma ends, copper starts. Line=0 means first line of the background, which is 40something line of display. |
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#1378 | |
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Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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Quote:
![]() We're doing better than coin-op? What about trying 64 colors just to see.. |
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#1379 |
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Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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#1380 |
Registered User
Join Date: Dec 2015
Location: Poland
Posts: 189
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you have forget to update
this initial settings. #LINE0 ;SPRITE COLOR03 COLOR19 = 34 102 187 COLOR28 = 34 102 187 one of those registers is set, second is wrongly set. This whole first line should be set at the very top first colour settings for the whole screen. Also the bottom of the background is coveed by the ground, you need to move the whole background about 10px up. You should go for 256 px and I will want to have 64 colors here as well. I was convinced using all sprites for 128px wide paralax is our innovation here, unfortunatelly it is really hard to find something new. It seems it was indeed used before, together with 32colours [ Show youtube player ] So we have to go for 64px if we would like to have something new. Last edited by Trachu; 23 September 2016 at 13:16. |
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