04 February 2021, 23:01 | #321 |
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yeah, maybe they're lost in the background with those colours
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04 February 2021, 23:55 | #322 |
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So I tried the background conversion on Dhalsim's elephant level, as that's probably one of the more colourful BG's in the game.
This is the result of a straight conversion to 8 colours per line: There is a lot of horizontal guff in the top half of the image, but the bottom of the Elephants downwards and the floor, look fine... So I did another conversion with some kind of dither (Stukki or Burkes or something like that), and combined the dithered top 60% with the bottom 40% of the 1st image above (this is still 8 colours per line) The next step is to look at removing the green figure (and possibly the yellow elephant "jackets") from the background image, and to add that (those) as a sprite overlay, so the yellow and green does not steal valuable colours from the main areas of the background Also the coder of the image converter is going to add some extra features for me (like ordered dither, which I think looks better in general for games, rather than these random distribution based dithers), as well as being able to "lock" a colour into a particular palette index over a specified range (handy to ensure that maybe a sky colour is always free from any banding, enabling us to also add some gradient too for more colour) Last edited by DanScott; 05 February 2021 at 00:04. |
05 February 2021, 00:08 | #323 | |
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05 February 2021, 00:09 | #324 | |
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or maybe just a trunk and a tusk poking on from the left or right using the hardware sprites Basically, if you want an OCS version that plays at 50fps, with the parallax floor, and features as much as possible from the original game (or the SNES version), then there are always going to have to be some elements that are omitted.. Sure we could look at the techniques to do a 16 colour version, or a 32 colour version, but you'll NEVER get those at 50fps..... let alone fit all those extra bitplanes of graphic data, without losing a lot of animation frames Last edited by DanScott; 05 February 2021 at 00:15. |
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05 February 2021, 04:21 | #325 | |
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05 February 2021, 04:53 | #326 | |
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(I ask, because when I tried with Photoshop, 16 colors characters looked so much closer to the arcade... even maybe 12 colors) |
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05 February 2021, 05:15 | #327 | |
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What if we focus on AGA? What can be enhanced/extended in comparison to OCS? |
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05 February 2021, 07:51 | #328 |
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Pretty much everything ? I guess it could double the colors for each playfield, the bobs and for the sprites, more chip ram, bigger sprites, much faster CPU quarter pixel scrolling (don't if this one could be possible or relevant thought).
But there is already someone working on an AGA version, at least an engine to facilitate this kind of game. |
05 February 2021, 07:52 | #329 | |
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It's not really interesting to talk about something that quite clear how to do, is it? |
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05 February 2021, 08:54 | #330 | |
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For me too, an OCS version is far more interesting to see. What sort of limitation we need to accept, and what would be some approximate maximum. And after we finish it, we will start thinking how to do an C64 version. |
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05 February 2021, 09:03 | #331 |
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Last news, PixelShade was saying they gonna try to ask permission from Capcom since they don't seem to be that reluctant with fan games (they even gave support to Megaman X Street Fighter). Wait and see.
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05 February 2021, 10:03 | #332 | |
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The 4 common colors I would probably make black + white + one blue + one red, to make them equally useful for as many different characters as possible. So 9 colors in total for each fighter, with 5 of them freely selectable for both. And the end result should look pretty good. --- Another option would be to use 8 color bobs in either 16 or 32 color mode, with the first bob drawn using color registers 0-7 and the second using registers in 8-15. There is a Blitz Basic command that can do this. This would give only 7 colors per fighter, but all are freely selectable, which should still boost the quality considerably in comparison to an unified 7 color palette. And we get the big RAM save for using 8 color bobs. |
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05 February 2021, 10:33 | #333 |
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Forget about Blitz or AMOS, it doesn't have the horse power to do all this
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05 February 2021, 10:36 | #334 | |
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I have some time this afternoon and so I'm going to implement this. If I can reconstruct both hardware sprites (16 colours) in a decent amount of frame time then I suspect the game is possible (near SNES perfect). I would need the sprite sheets in 128x128 pixel frames, the upper half facing one way (left) and the lower half facing the other (right). It is best to use big, large sprites for a test so ideally the largest volume pixels used in that 128x128 matrix. Geezer |
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05 February 2021, 10:48 | #335 |
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Silly question.
Is it possible to do 16 colours + sprites? 9 common colours + 1 transparency and 5 independent colours for each back drop and not do dual playfield + sprites? or maybe 10 common colours and 5 independent for the back ground adjustable by vertical scan line? |
05 February 2021, 11:01 | #336 | |
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BTW, I thought your palette looked better than Maste484's in itself, but it just didn't work well with the colourful background. Would need a much less saturated background, then it would work quite well though.. Maybe cool for another game. |
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05 February 2021, 11:08 | #337 | |
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05 February 2021, 11:12 | #338 | |
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No fuckin way though am i converting all them frames though. I’ll write some python but someone will need to put the sprite sheets together - no idea how they are packed in the snes cart. |
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05 February 2021, 11:36 | #339 | |
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I'd hesitate to call it "my palette", because it's basically Photoshop automated palette (with a little bit of tweaking options). Actually, making it more contrasted and saturated should be fairly easy... I might try later... One great thing about PS is that you can do a palette on one picture (like I did), and then just make automated action to convert all other images to same colors... And yeah, I totally agree that Master484 characters looked great on that bg. |
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05 February 2021, 11:41 | #340 |
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I'm just gonna carry on playing around with 7 colour assets for OCS
Actually, it's quite fun trying out different ideas, and finding ways of doing cool(ish) stuff |
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