Today, 15:01 | #4421 | |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,128
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Quote:
That works for walls, floors and basic bitmap sprites. The only real challenge is transparency. Basic glare and shadow transparency works really well in 8-bit because all you have to do is to read the current frame pixel (which is a palette value) and look up the required shade variation again in the same big table. That isn't going to work in RGB mode. You have to do it properly. Read the RGB value from the framebuffer and adjust it accordingly. The other form of transparency is additive (plasma bolts and explosions). That may or may not be easier - it's not totally obvious how it works currently but as it only seems to work if you stick to the original asset palettes I think there's another table hidden away somewhere. |
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Today, 20:39 | #4422 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,128
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I've updated the branch to incorporate Kalm's 030 optimised 1x1 C2P routines.
When using the generic builds (68020+), the runtime CPU detection determines if the 040 or 030 routines are appropriate. For the 040 and 060 targeted builds, the 040 routines are always used and the 030 ones are not included in the executable. |
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