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Old 25 November 2019, 03:37   #21
Nightshft
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Hey, a big thanks Mc Geezer!

Here is a spritesheet with the grid lines removed and colors in 16+ range of the iff palette.
I hope it passes quality control otherwise let me know
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Last edited by Nightshft; 25 November 2019 at 05:05.
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Old 25 November 2019, 05:31   #22
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I just realized that, unless I miss something, the previous png had a problem (already present in the first png). The palette colors of black and transparent were not distinct. So even when our palette got fine, the black pixels in the sprites would be transparent.

So I found another spritesheet and here it is as png and iff with 5 bitplanes - transparent at 0 and colors (including black) at 16-31.
Hope we cracked this nut.
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Last edited by Nightshft; 25 November 2019 at 13:10.
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Old 25 November 2019, 09:20   #23
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Originally Posted by Nightshft View Post
Hey, a big thanks Mc Geezer!

Here is a spritesheet with the grid lines removed and colors in 16+ range of the iff palette.
I hope it passes quality control otherwise let me know
Quote:
Originally Posted by Nightshft View Post
I just realized that, unless I miss something, the previous png had a problem. The palette colors of black and transparent were not distinct. So even when our palette got fine, the black pixels in the sprites would be transparent.

So I found another spritesheet and here it is as png and iff with 5 bitplanes - transparent at 0 and colors (including black) at 16-31.
Hope we cracked this nut.

A couple of things with these.

The first sprite sheet, yes the grid lines are removed - but you have to move every sprite into it's 16x16 place holder, currently the sprites are not like that.

On the second sheet, the sprites are not placed in the correct positions as far as I can see.

Up to you, but how I would tackle this is use the first sprite sheet. I would either write a program to move them to the correct position or more than likely spend a couple of nights moving each sprite into position and checking it's transparency.

This sort of thing is not a fast job and it has to be done properly.

Example here:> http://eab.abime.net/showpost.php?p=...3&postcount=17

Geezer
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Old 25 November 2019, 11:32   #24
Tigerskunk
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Nice project.. Wish you a lot of strength for completing it, Agermose...
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Old 25 November 2019, 14:48   #25
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A couple of things with these.

The first sprite sheet, yes the grid lines are removed - but you have to move every sprite into it's 16x16 place holder, currently the sprites are not like that.

On the second sheet, the sprites are not placed in the correct positions as far as I can see.

Up to you, but how I would tackle this is use the first sprite sheet. I would either write a program to move them to the correct position or more than likely spend a couple of nights moving each sprite into position and checking it's transparency.

This sort of thing is not a fast job and it has to be done properly.

Example here:> http://eab.abime.net/showpost.php?p=...3&postcount=17

Geezer
I've already sorted this out.
I remove the grid lines manually from the source.
Then I use mcgeezers method to remap all colours, then remap, the black background to colour 0 (transparent).

The sprites will be blitted, not hw sprites.
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Old 25 November 2019, 23:15   #26
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Managed to create player sprites using mcgeezers tips for PPaint.
Implemented propeller colour cycling. This required recolouring the propellers manually.
The rest should follow fairly simple. Recomposing will take a bit of time though.

Short video showing progress.
[ Show youtube player ]
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Old 25 November 2019, 23:34   #27
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Nice one! Do you have a sprite / animation engine built yet?
Also, do you have all the maps of thr game built?

Its really nice to see a project like this. Really well done.

Geezer
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Old 25 November 2019, 23:51   #28
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Nice one! Do you have a sprite / animation engine built yet?
Also, do you have all the maps of thr game built?

Its really nice to see a project like this. Really well done.

Geezer
Thanks.

There are no maps built yet, except the first part showing the carrier.
First the map tiles need to be extracted from Mame in the correct colours. Currently it’s using a map built directly from onscreen Mame gfx, not the real tileset.
Mapping out all 32 levels will be a major task.
Ideas here are more than welcome.

There is no animation engine yet. I don’t think we’ll reuse any of my old Mario code, so the engine will be built from scratch.
I started working out some ideas on paper.

Next up is getting enemy planes on screen.
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Old 26 November 2019, 14:05   #29
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Thanks.

There are no maps built yet, except the first part showing the carrier.
First the map tiles need to be extracted from Mame in the correct colours. Currently it’s using a map built directly from onscreen Mame gfx, not the real tileset.
Mapping out all 32 levels will be a major task.
Ideas here are more than welcome.

.
This would be a good start.

http://members.iinet.net.au/~tmorrow...tml#StartOfMap

If you pop that image into ProMotion-NG and then use tile mode you'd have 99% of the work done for you right there. You would have to export it in Tiled format and then remove the sprites from the map, you may need to split the maps up though depending on how you code the game.

Edit: Looking at the map, most of it is repeated so I would look to work out a way to handle the repeated map sections. Otherwise, by my calculations you'll be looking at a 103Kb map file if you can keep the number of tiles under 256. There's definitely an arcade perfect opportunity game here for the Amiga OCS with a bit of effort.

Last edited by mcgeezer; 26 November 2019 at 14:18.
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Old 26 November 2019, 22:14   #30
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This would be a good start.

http://members.iinet.net.au/~tmorrow...tml#StartOfMap

If you pop that image into ProMotion-NG and then use tile mode you'd have 99% of the work done for you right there. You would have to export it in Tiled format and then remove the sprites from the map, you may need to split the maps up though depending on how you code the game.

Edit: Looking at the map, most of it is repeated so I would look to work out a way to handle the repeated map sections. Otherwise, by my calculations you'll be looking at a 103Kb map file if you can keep the number of tiles under 256. There's definitely an arcade perfect opportunity game here for the Amiga OCS with a bit of effort.
I looked at vgmaps without luck, and then Mcgeezer steps in and saves the day once again. Cheers mate.


Update: Unfortunately there are 15000 tiles in the map, because of the sprites on top. In the ROMS there are only 512 unique tiles.

Last edited by agermose; 26 November 2019 at 23:23.
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Old 26 November 2019, 23:52   #31
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Here is another resource. Not the whole 32 levels. It is more like tiles and without enemy planes.
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Old 27 November 2019, 00:01   #32
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Here is another resource. Not the whole 32 levels. It is more like tiles and without enemy planes.
Yes that looks nice.
If I could filter out the ones from the 32 level map that don’t exist in the clean tiles.
Will investigate further tomorrow.

Last edited by agermose; 27 November 2019 at 00:14.
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Old 27 November 2019, 08:32   #33
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Yes that looks nice.
If I could filter out the ones from the 32 level map that don’t exist in the clean tiles.
Will investigate further tomorrow.
Indeed, those look better.

After a quick look it seems each map is made up of 3584 pixels height (224 * 16 blocks). Each map is divided into 14 segments of 16 pages with a page being 14x16 tiles.

It was common to see this in the arcades because the software engineers had to save memory. The upshot is that you could simply get away with drawing out each page is a tilemap, then stitching them together in the game - you'd need a 3d tilemap array.
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Old 27 November 2019, 11:25   #34
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I don't know if these will help. It's the tilesets from mame dumped to png files. May need a bit of work to get the palette right but they could be a good starting point.
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Old 27 November 2019, 20:40   #35
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I don't know if these will help. It's the tilesets from mame dumped to png files. May need a bit of work to get the palette right but they could be a good starting point.
Thanks Steve. Certainly helpful to get the sprites without grid lines.
The backgrounds are better from the in-game dumps where the have the correct colours.
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Old 27 November 2019, 21:15   #36
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It seems the big map is not correct, and that is why there are more than 15000 tiles identified.
This can be seen best on the carrier, where the tiles are not positioned exactly the same in each level.

On the first level the first line of background is missing between the title screen and the first carrier screen.

I'll have to do one level at a time.

Update:
Extracted level 1, which is 3584 (same number Mcgeezer got to), tile mapping it, and removing tiles with sprite in them. Then insert the correct tiles in the empty space where the map now has holes.
All of this takes quite a while. Will complete level 1, then try and find easier way.

Last edited by agermose; 27 November 2019 at 21:50.
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Old 27 November 2019, 21:30   #37
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mmhh.... interesting.... This game use 1536 colors spanned on numerous palettes bank.

the big amiral boot at the start of a level use 64 colors on it alone
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Old 27 November 2019, 21:53   #38
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mmhh.... interesting.... This game use 1536 colors spanned on numerous palettes bank.

the big amiral boot at the start of a level use 64 colors on it alone
The arcade does not use all of the available colours in the hardware.
Backgrounds use around 20, sprites 16, and there is some overlap, so it is doable in 32 colours.

Update:
I had to reuse one of the green sprite colours for the backgrounds, because of the dual usage of propeller colours.

Last edited by agermose; 29 November 2019 at 10:07.
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Old 28 November 2019, 00:18   #39
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Made some real progress tonight with the maps.
Quick progress video of level 1 map.
Sorry for the handheld quality.
[ Show youtube player ]

Last edited by agermose; 28 November 2019 at 00:36.
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Old 29 November 2019, 20:50   #40
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Good work, thats looking great. I love that game!
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