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Old 25 March 2015, 10:30   #121
sandruzzo
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Originally Posted by dlfrsilver View Post
you're going to get them in IFF, there's no problem about this.

About tiles, it's going to be a bit more complicated, but well you'll see what to do....
thanks mate. can you tiles 16*16? we try this size
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Old 25 March 2015, 12:33   #122
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sprites are 16x16 tiles.
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Old 25 March 2015, 12:37   #123
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sprites are 16x16 tiles.
Ok, and background tiles?
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Old 29 March 2015, 17:53   #124
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Any news?
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Old 31 March 2015, 11:11   #125
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main sprite is 8x8 blocks..... it takes longer.
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Old 31 March 2015, 11:30   #126
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main sprite is 8x8 blocks..... it takes longer.
What about Gfx Tiles? Any news?
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Old 31 March 2015, 15:14   #127
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main sprite is 8x8 blocks..... it takes longer.
Can you also converte them into sprites' data?
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Old 01 April 2015, 00:47   #128
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into sprite data ? well, i'm not a coder at all, but i can tell you which is the sequence.
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Old 01 April 2015, 05:38   #129
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into sprite data ? well, i'm not a coder at all, but i can tell you which is the sequence.
Ok, I'll do myself the conversion

Last edited by sandruzzo; 01 April 2015 at 10:07.
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Old 02 April 2015, 11:22   #130
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Here the Games' code. Just to set things in place.

https://drive.google.com/folderview?...mM&usp=sharing
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Old 03 April 2015, 19:52   #131
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Hello, thanks sandruzzo For the source I'm not ASM coder but are interesant too see your code.

Silver did you rip the gfx? If yes ,Can you share? Thanks

All the best
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Old 03 April 2015, 22:34   #132
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it takes more time, mostly because there is quite some work to do, and also because i'm searching a job currently. I'm not that often at home.

I look this week-end to post here some of my work.
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Old 04 April 2015, 00:55   #133
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it takes more time, mostly because there is quite some work to do, and also because i'm searching a job currently. I'm not that often at home.

I look this week-end to post here some of my work.
ok, Gracias Amigo

thanks for replying, I will review the thread at the end of next week to see if you have done something.

greetings all the best
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Old 04 April 2015, 05:09   #134
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Hello, thanks sandruzzo For the source I'm not ASM coder but are interesant too see your code.

Silver did you rip the gfx? If yes ,Can you share? Thanks

All the best
my pleasure
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Old 05 April 2015, 06:54   #135
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@dlfrsilver

We should try 2 gfx layput: one with 16 colors and the other with 32. I would like to add A parallax background using 4 left sprite, and I'm not sure that with 32 colors we can make game run at 50 hz.

With 4*16 pixel sprite we can add a 64pixel pattern to use as parallax, spread it all through the screen, wixh should be only 256 pixel wide.

If we play well with palette and copper we can have more that 16 usable color on screen.

Last edited by sandruzzo; 05 April 2015 at 12:05.
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Old 05 April 2015, 12:48   #136
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Tile ripping is actually quite fun, once one got the correct offset and the bobs are removed, everything fits together:


The ripping itself/tile elimination could be done with a tool.

Rygar-Round2_nobg4_test.png (29.8 KB)

Last edited by Cylon; 05 April 2015 at 22:59. Reason: old pic removed
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Old 05 April 2015, 13:27   #137
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Tile ripping is actually quit fun, once one got the correct offset and the bobs are removed, everything fits together:


The ripping itself/tile elimination could be done with a tool.
Great Work! Can you put all tiles into a iff pic? What we need after that is tiles' map to write all gfxs' tile into screen.

How many color this pic have?

Keep in mind that lava and the bottom background will be corrected colored with copper, so we can spare some colors for main background
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Old 05 April 2015, 19:09   #138
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This is just a test, still with 6planes (61 cols)! E.g. many browns are basically the same and could be merged together. I'll keep working on it.

It is a bit tricky, because the levelmaps are *not* as accurate as expected; sometimes there is a misstep of one pixel or two. (my grid had a mistake too).

Round 1: 80 colors,
Round 2: 60 colors.
They should share the same palette, so i have to merge them together.

So, the lava tiles could use some of the green colors, but there are red buddies too (Sprites?).
Attached Thumbnails
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Name:	Rygar-Round2_nobg6.png
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ID:	43884  

Last edited by TCD; 06 April 2015 at 06:28. Reason: Back-to-back posts merged.
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Old 06 April 2015, 05:58   #139
sandruzzo
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It is a bit tricky, because the levelmaps are *not* as accurate as expected; sometimes there is a misstep of one pixel or two. (my grid had a mistake too).

Round 1: 80 colors,
Round 2: 60 colors.
They should share the same palette, so i have to merge them together.

So, the lava tiles could use some of the green colors, but there are red buddies too (Sprites?).
60 colors is a lot. Can you reduce them to 16/32? Even if we have 1 or 2 missed pixel is not a problem. We can do a new levelmap based upon grabbed tiles. Who bother if our maps is better

Even were Rygar walk can be palettized ed remmaped with copper, so we can spare some colors for background

Keep in mind that we have The mighty Copper

Last edited by sandruzzo; 06 April 2015 at 07:05.
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Old 06 April 2015, 09:35   #140
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60 colors is a lot. Can you reduce them to 16/32? Even if we have 1 or 2 missed pixel is not a problem.
But this very pixel could be the eye of the owl, and you don't know what else from other enemies or special bobs. I'll try to trim down the brown shades, and mix the rocks and the "grey" from the bonus extra together. this should save some colors. Automatic color reduction still looks awful, especially the green/blue green.
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