02 April 2019, 12:30 | #101 | ||
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--- But yesterday I thought more about the sprite trick that you suggested, and I think it would actually work. In a beat'em up game like this all BOBs are drawn in the Z-order, starting from the character that stands highest in the screen. And so, when the turn comes to draw the character whose hair is a sprite, all objects that are behind it have already been drawn. So then we draw this character, and then punch that hair-shaped hole to the bitmap, which erases all graphics that have been drawn to those pixels that the hair would cover. And then we draw the hair sprite behind the bitmap, to that exact spot where the hole to the bitmap was made. And the sprite will show up in the right way, "on top" of everything else that has been drawn up until that point. And everything else that would still be drawn after this during the frame would correctly appear "on top" of the hair sprite, because it's located behind the bitmap. And even if there would be two sprite characters overlapping, this would not be a problem, because the sprite channels used can be swapped at any time depending on who is in front of who. So this way we can actually mix sprites and BOBs in a z-order sorted beat'em up game, which is great news. Even entire characters could be made this way. Although maybe not on OCS, because the sprites are too small. But with 64pix wide AGA sprites at least two 16 color characters could be drawn using this technique, preferrably the player characters so that sprites get maximum use. --- Although the sprites that are used this way will need a 1-bitplane mask object that is used to punch that hole into the bitmap. (In Blitz this is easily done with: BlitMode = EraseMode) But despite this it's a good trick to add more colors to on-screen characters in OCS 16 colors mode, in a game like this, where it has been commonly thought that sprites can't be placed in-between BOB objects. But if 32 color mode is used, then we get those extra colors anyway, and then this trick is not needed. Quote:
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18 November 2020, 22:58 | #102 | |
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Id love it if Richards code could be used with these gfx, music added and all the other bells and whistles in a new ECS 1mb version. I can dream. |
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18 November 2020, 23:04 | #103 |
J.M.D - Bedroom Musician
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If not him somebody could reverse engineer the game and add features...
actually was thinking it could be redone from scratch using a Metro Siege approach and reducing sprites size a bit |
19 November 2020, 08:53 | #104 |
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SF2 Was ported on Amiga, would be better doing another one?
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20 November 2020, 14:11 | #105 |
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mega cd version say 38 colors
amiga 27 colors also with dithering and 32 colors the amiga version could look not bad Last edited by Luca underdog; 20 November 2020 at 14:22. |
20 November 2020, 20:37 | #106 |
J.M.D - Bedroom Musician
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20 November 2020, 21:41 | #107 |
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but its possible to use also the 11 colors in the same screen?
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20 November 2020, 21:56 | #108 |
Total Chaos forever!
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Metro Siege uses 60+ colors in the first level based on a 4 bitplane, 16 color screenmode. It was all done by doing gradient shades of pavement and sky, along with palette entry reuse in the background imagery for 4 palette entries. Copper is a powerful ally.
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21 November 2020, 16:03 | #109 |
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metro siege its made well, final fight amiga not
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21 November 2020, 16:24 | #110 | ||
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However, if the game instead used 32 color mode, then you could have 32 colors for the actual game screen, and another 16 in the status panel, so 48 colors in total. But 32 color mode uses more Chip RAM and runs slower, which is why many action games prefer 16 color mode + copper tricks. Quote:
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06 July 2022, 17:33 | #111 |
Phone Homer
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How the fuck did he get so many big bobs on screen? nothing else even comes close.
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06 July 2022, 17:55 | #112 |
J.M.D - Bedroom Musician
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Riochard might have done something similar to what we did in Powder with a mix of enabled planes and masks so that some elements are only 8 or 4 colors hence take less time to blit; that and 25FPS
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07 July 2022, 11:36 | #113 |
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It is incredible to me how much thought has to go into blitting objects on screen. The only things I have to worry about are that things stay properly centered while playing animations and such I do not envy people who made games for the Amiga or ST.
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