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Old 22 September 2016, 15:50   #1361
Amiga1992
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Is there anywhere we can take a look at how this is progressing?
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Old 22 September 2016, 16:55   #1362
DamienD
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Quote:
Originally Posted by Akira View Post
Is there anywhere we can take a look at how this is progressing?
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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Old 22 September 2016, 18:16   #1363
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Download the .ADF from sandruzzo's Google Drive:
Thanks, I couldn't find a link!
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Old 22 September 2016, 18:30   #1364
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Thanks, I couldn't find a link!
Yeah, I know what you mean. Quite hard to find in 69 pages of posts

...personally I've bookmarked it for easy access
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Old 22 September 2016, 19:19   #1365
Trachu
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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
Attached Thumbnails
Click image for larger version

Name:	backgroundlevel1cor3.png
Views:	117
Size:	3.6 KB
ID:	50080   Click image for larger version

Name:	ryggar sprite13c-2.png
Views:	120
Size:	5.9 KB
ID:	50081  
Attached Files
File Type: zip ryggar.zip (76.0 KB, 80 views)
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Old 22 September 2016, 20:34   #1366
sandruzzo
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Quote:
Originally Posted by Trachu View Post
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
Some time and I'll put into test. So I have to change the whole gfx, background as well?
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Old 23 September 2016, 00:32   #1367
Trachu
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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.
Attached Thumbnails
Click image for larger version

Name:	Bonus_icons16c.png
Views:	124
Size:	1.5 KB
ID:	50084   Click image for larger version

Name:	8x8_panel_characters-4c.png
Views:	98
Size:	1.6 KB
ID:	50085  
Attached Files
File Type: zip ryggar.zip (79.6 KB, 71 views)

Last edited by Trachu; 23 September 2016 at 09:46.
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Old 23 September 2016, 09:43   #1368
sandruzzo
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Quote:
Originally Posted by Trachu View Post
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.
I'll do my best. We still miss some frame from enemies when they are hit on top.
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Old 23 September 2016, 09:47   #1369
Trachu
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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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Old 23 September 2016, 10:37   #1370
sandruzzo
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Quote:
Originally Posted by Trachu View Post
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.
I'll do some test here to see how much horse power do we have. I need this files on iff format
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Old 23 September 2016, 10:41   #1371
sandruzzo
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Quote:
Originally Posted by Trachu View Post
I guess someone is working on extraction all enemy sprites, right?
Or they have been extracted before and i missed it???
I don't know. Man Should I convert all the gfx again?
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Old 23 September 2016, 10:43   #1372
sandruzzo
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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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Old 23 September 2016, 10:56   #1373
Trachu
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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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Old 23 September 2016, 10:59   #1374
sandruzzo
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Quote:
Originally Posted by Trachu View Post
Previously i was working on incomplete set, this one is complete set of Ryggar sprites in all 13 colours!!!

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.
Man, Can you better arrange rygars' frame? Take a look to run, frames ae spread too bud, and I miss the reverse ones.

New parallax in place, working on copper list
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Old 23 September 2016, 11:22   #1375
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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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Old 23 September 2016, 11:36   #1376
sandruzzo
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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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Old 23 September 2016, 11:44   #1377
Trachu
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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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Old 23 September 2016, 11:51   #1378
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Quote:
Originally Posted by Trachu View Post
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.
Ok Mate, I'll do it. I know line 0 means line 0 of sprite

We're doing better than coin-op? What about trying 64 colors just to see..
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Old 23 September 2016, 12:53   #1379
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16 colors parallax here!


https://drive.google.com/file/d/0B03...ew?usp=sharing


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Old 23 September 2016, 13:02   #1380
Trachu
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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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