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#1 |
Posts: n/a
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Shadow of the Beast III sprites
Hi there,
Recently I've been ripping some graphics from SOTB3. Thought I'd share what I've found so far... |
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#2 |
Posts: n/a
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Level 1 sprites
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#3 |
Posts: n/a
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Level 1 tiles
Please note that some of these tiles have different (or several) color sets in game. SOTB3 seems to use a dynamic palette. |
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#4 |
CaptainM68K-SPS France
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mmmh a dynamic palette ? excellent, and good to know !
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#5 |
Moderator
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i remember that banshee uses different amount of bitplanes for the tiles...never seen this before and never saw it again....
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#6 |
Posts: n/a
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Tiles for levels 2,3,4 and 5.
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#7 |
TinkerTailorContentMaker
Join Date: Nov 2009
Location: Bedfordshire
Age: 45
Posts: 1,209
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#8 |
Registered User
Join Date: Feb 2012
Location: United Kingdom
Posts: 3,190
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I'm always amazed by how the random sprites formulate a beautiful scene!
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#9 | |
Posts: n/a
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Quote:
![]() I'm currently attempting to port the game to HTML5 and eventually hope to add some new levels. Got map rendering working today - http://twitpic.com/bohmvz |
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#10 | |
TinkerTailorContentMaker
Join Date: Nov 2009
Location: Bedfordshire
Age: 45
Posts: 1,209
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Quote:
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#11 |
Going nowhere
Join Date: Oct 2001
Location: United Kingdom
Age: 50
Posts: 9,018
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#12 |
CaptainM68K-SPS France
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there are not many games using dynamic palettes on amiga.
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#13 |
TinkerTailorContentMaker
Join Date: Nov 2009
Location: Bedfordshire
Age: 45
Posts: 1,209
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A list would be nice
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#14 | |
2 contact me: email only!
Join Date: May 2001
Location: Auckland / New Zealand
Posts: 3,187
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Quote:
Joe Maroni and Cody Jarrett probably know a lot of the games that change palettes as when they rip the levels for the HOL maps, they would have to piece them together in sections. But most of the maps seem to be static 16 or 32 colour palettes the entire way. I agree. What you often get is a few horizontal strips of colour palette changes but that's about it. Some that I can think of: SWIV - Read Ned Langman's interview in the SWIV section. Bermuda Triangle - the palette changes slightly in various sections of the map. They did it really badly however as the entire green background instantly changes to brown when you move a pixel sideways etc. Ruff'n'Tumble - From memory in the darker sections of the map the palette darkens slightly. (But that's just darkening everything rather than changing them). |
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#15 | |
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Quote:
I'll host the project online at some point so you can all have a play. But I need to make sure it works on all the popular browsers first! |
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#16 |
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#17 |
CaptainM68K-SPS France
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I add golden axe amiga, which is using 2 different palettes during level 1.
Pang is another one. there should be others ![]() |
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#18 |
Moderator
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one of the most amazing effects of changing palette during gameplay is lionheart in my opinion....
e.g. swamp level. the bitmaps (bobs/blitter objects) just use a depth of 3 bitplanes (2^3 = 8 colors). but screen output shows a mixture of copperlist and bobs. look at the difference between original memory stored map with screenshot: screenshot: http://hol.abime.net/hol_popup_pictu...jRSMFE9&zoom=1 map: http://hol.abime.net/hol_popup_pictu...FIwUT0=&zoom=2 |
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#19 | |
TinkerTailorContentMaker
Join Date: Nov 2009
Location: Bedfordshire
Age: 45
Posts: 1,209
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Quote:
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#20 |
Moderator
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we watermarked them because we don´t like it if other game databases use our work without permission.
what maps do you like to have "unmarked" ? i could recreate them our you simply ask RCK if he could send them to you.. ![]() |
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