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Old 23 September 2016, 13:15   #1381
sandruzzo
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Quote:
Originally Posted by Trachu View Post
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.

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.
They are set man. Do we have some error??
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Old 23 September 2016, 13:37   #1382
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one of those is set to 34 102 187 the second is to 34 136 187
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Old 23 September 2016, 13:37   #1383
sandruzzo
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Updated Files. Better usage of dma. Sprite dma as thight as I can.
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Old 23 September 2016, 13:38   #1384
sandruzzo
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Quote:
Originally Posted by Trachu View Post
one of those is set to 34 102 187 the second is to 34 136 187
changed now, Check the exe out
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Old 23 September 2016, 13:39   #1385
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move the whole sprite paralax 4px up.
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Old 23 September 2016, 13:42   #1386
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Quote:
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move the whole sprite paralax 8px up.
Doing it
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Old 23 September 2016, 13:46   #1387
sandruzzo
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Quote:
Originally Posted by Trachu View Post
move the whole sprite paralax 4px up.
Done. 4 px up. Check that out
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Old 23 September 2016, 13:56   #1388
sandruzzo
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@Trachu

Can you provide a 2 pics that hold up and down panel like in the game? So i'll put it into the game, and we'll see if we can have 64 colors
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Old 23 September 2016, 14:07   #1389
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As you can see now, we have background color changed, and no longer black when screen start and end. In order to haveit black, during horizontal blanking, should I change it every lines, or there is a better way?
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Old 23 September 2016, 14:07   #1390
Trachu
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I was thinking about something like this

On top 2 bitplanes 4 colours

On down 4 bitplanes 16colours
Attached Thumbnails
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Old 23 September 2016, 14:08   #1391
sandruzzo
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Quote:
Originally Posted by Trachu View Post
I was thinking about something like this

On top 2 bitplanes 4 colours

On down 4 bitplanes 16colours
I like it. Since player one, score, and time stuff are fixed, you can prepar a simple pic with it, so I can add it. Same thing for bottom stuff
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Old 23 September 2016, 14:14   #1392
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@Trachu

We can double parallax colors just by alternating 2 set of sprites. One set like it is, another with some pixel moved, so color we'll be mixed. We just have some flickering..

What do you think?
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Old 23 September 2016, 14:18   #1393
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ok ill do that, however give me some time so i will try to reuse some of the colors to make the copper less work
Now you can just set it on the screen.

However i think you should expand the playfield from 240 to full 256.

The rainbow on the border is desired effect however
i would like to put black in top part of the screen when the panel will be then change it on the playfield first line and put another COLOR00 colour change at the 112px sprite line(the ground level) to 136 68 0

And again when you will have down panel level change the color 00 to black 0 0 0

So the border colour will be naturally enhanced on the left and the right while the rest will remain black. I believe it will look much better then.

Dont double anything, it is not as easy as it seems to be looking good, but you can have deep effect by moving the parts of the sprites in different speed.
First section clouds line 0-10
Second section mountains 11-53
Third section forest 54-71
Forth section field 72-111
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Old 23 September 2016, 14:20   #1394
sandruzzo
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Quote:
Originally Posted by Trachu View Post
ok ill do that, however give me some time so i will try to reuse some of the colors to make the copper less work
Now you can just set it on the screen.

However i think you should expand the playfield from 240 to full 256.

The rainbow on the border is desired effect however
i would like to put black in top part of the screen when the panel will be then change it on the playfield first line and put another COLOR00 colour change at the 112px sprite line(the ground level) to 136 68 0

And again when you will have down panel level change the color 00 to black 0 0 0

So the border colour will be naturally enhanced on the left and the right while the rest will remain black. I believe it will look much better then.
ok, I'll set color as you suggest. On it
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Old 23 September 2016, 14:43   #1395
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the new background looks pretty good, well done
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Old 23 September 2016, 14:54   #1396
sandruzzo
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If i'll expande to 256 px wide we need an extra sprite to fill the gap. So far i'll left to 240 px, then we'll see

Last edited by sandruzzo; 23 September 2016 at 15:03.
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Old 23 September 2016, 16:24   #1397
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We have extra sprite
8x16=128px

128px x 2 = 256px
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Old 23 September 2016, 16:42   #1398
sandruzzo
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Quote:
Originally Posted by Trachu View Post
We have extra sprite
8x16=128px

128px x 2 = 256px
Yes, but I need extra one into copper list to fill the gap. let me see. Now we have 256 px sprite on screen. I think it's ok

Last edited by sandruzzo; 23 September 2016 at 21:05.
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Old 23 September 2016, 22:56   #1399
sandruzzo
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Quote:
Originally Posted by Trachu View Post
ok ill do that, however give me some time so i will try to reuse some of the colors to make the copper less work
Now you can just set it on the screen.

However i think you should expand the playfield from 240 to full 256.

The rainbow on the border is desired effect however
i would like to put black in top part of the screen when the panel will be then change it on the playfield first line and put another COLOR00 colour change at the 112px sprite line(the ground level) to 136 68 0

And again when you will have down panel level change the color 00 to black 0 0 0

So the border colour will be naturally enhanced on the left and the right while the rest will remain black. I believe it will look much better then.

Dont double anything, it is not as easy as it seems to be looking good, but you can have deep effect by moving the parts of the sprites in different speed.
First section clouds line 0-10
Second section mountains 11-53
Third section forest 54-71
Forth section field 72-111
In order to have 4 separated layers, I have to reuse sprites, and have one line between them were nothing can be displayed. Hell of job! Maybe later
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Old 24 September 2016, 00:15   #1400
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What config can I get this rygar/executable to run in WinUAE?

I have tried all the configs, memory configs, A500, A1200, ECS, OCS, AGA... it just crashes in every config I tried.

I am dying to see this
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