05 June 2012, 16:37 | #1 |
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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... |
05 June 2012, 17:14 | #2 |
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Level 1 sprites
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05 June 2012, 17:19 | #3 |
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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. |
05 June 2012, 23:24 | #4 |
CaptainM68K-SPS France
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mmmh a dynamic palette ? excellent, and good to know !
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08 July 2012, 22:53 | #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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17 December 2012, 15:11 | #6 |
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Tiles for levels 2,3,4 and 5.
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18 December 2012, 14:39 | #7 |
TinkerTailorContentMaker
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18 December 2012, 22:58 | #8 |
Registered User
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I'm always amazed by how the random sprites formulate a beautiful scene!
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23 December 2012, 17:40 | #9 | |
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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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25 December 2012, 01:09 | #10 | |
TinkerTailorContentMaker
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Quote:
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25 December 2012, 01:21 | #11 |
Going nowhere
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25 December 2012, 12:12 | #12 |
CaptainM68K-SPS France
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there are not many games using dynamic palettes on amiga.
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25 December 2012, 14:13 | #13 |
TinkerTailorContentMaker
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A list would be nice
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25 December 2012, 23:22 | #14 | |
2 contact me: email only!
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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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26 December 2012, 10:51 | #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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26 December 2012, 11:04 | #16 |
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26 December 2012, 12:58 | #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 |
26 December 2012, 22:26 | #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 |
27 December 2012, 00:27 | #19 | |
TinkerTailorContentMaker
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Quote:
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27 December 2012, 07:00 | #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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