25 March 2015, 10:30 | #121 |
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25 March 2015, 12:33 | #122 |
CaptainM68K-SPS France
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sprites are 16x16 tiles.
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25 March 2015, 12:37 | #123 |
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29 March 2015, 17:53 | #124 |
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Any news?
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31 March 2015, 11:11 | #125 |
CaptainM68K-SPS France
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main sprite is 8x8 blocks..... it takes longer.
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31 March 2015, 11:30 | #126 |
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31 March 2015, 15:14 | #127 |
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01 April 2015, 00:47 | #128 |
CaptainM68K-SPS France
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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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01 April 2015, 05:38 | #129 |
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Ok, I'll do myself the conversion
Last edited by sandruzzo; 01 April 2015 at 10:07. |
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 |
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 |
03 April 2015, 22:34 | #132 |
CaptainM68K-SPS France
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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. |
04 April 2015, 00:55 | #133 | |
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Quote:
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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04 April 2015, 05:09 | #134 |
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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. |
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 |
05 April 2015, 13:27 | #137 | |
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Quote:
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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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?). Last edited by TCD; 06 April 2015 at 06:28. Reason: Back-to-back posts merged. |
06 April 2015, 05:58 | #139 | |
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Quote:
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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06 April 2015, 09:35 | #140 |
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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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