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avatar_fano

SHINOBI Gfx restoration

Started by fano, 12:40, 27 March 13

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TFM

TFM of FutureSoft
Also visit the CPC and Plus users favorite OS: FutureOS - The Revolution on CPC6128 and 6128Plus

Mr. DVG


MacDeath




QuoteThis picture has exactly four colors. Give it a try in Mode 1. It will look way better
QuoteIt is true, but I am very fond of the mode 0 of the CPC, and then I saw that most of the work for this hypothetical retyling of Shinobi are made in that mode ...
Haha, you are then using Mode3...  :laugh: :D ;D :P

Mr. DVG

Mode3?  :o But... LOL!!!  ;D

MacDeath

#179
I guess someone should explain "Mode3"... ;D

Otherwise, to display this kind of graphics in 4 colour mode0... you should perhaps try the "dual playfield" sothe "the end" logo could be "easily" animated and scrolled
This screen would then feature a 4 + 3+transparency dual playfield at "low CPU and RAM cost".


I quite not understand why this technic is so fewly used recently.

Worked well for "Ghost'N'Ghost" games, and mission genocide is awesomly smooth as well.


Mr. DVG

Very interesting ... I know the games in question but did not know it had been made ​​with this particular mode (i did not know that there was actually ... :D ).

In the case of Mission Genocide then scrolling does not miss a beat ... as always thanks for the clarification ... ;)

MacDeath

Well, it is in Mode0 with "dual playfield". So not a "mode" but a trick.
Such trick could be used more often for animated logo/titles (scrollings) with masked stuff, I guess.
The good point is that it takes "less" RAM for graphic datas, and it may be somewhat easier to animate I guess.

I guess it could even be mixed with some raster perhaps.

TotO

#182
Quote from: MacDeath on 03:16, 26 August 13
The good point is that it takes "less" RAM for graphic datas, and it may be somewhat easier to animate I guess.
The MODE 3 is just a hardware side effect that return the MODE 0 resolution with the MODE 1 pixels format/palette (11XX11XX).
You don't save memory at all with it ; It's just useless and it's why it's not used under BASIC and existing games.
The discussion already exist here: Mode 3

Now, please, back to the topic. :)
"You make one mistake in your life and the internet will never let you live it down" (Keith Goodyer)

GOB

You save memory in mode 3 because you can hide somethink in the unused bits :D

andycadley

Quote from: GOB on 15:58, 26 August 13
You save memory in mode 3 because you can hide somethink in the unused bits :D

Not really, you could do exactly the same in Mode 0 by just setting colours 4-16 appropriately.

fgbrain

Dont  confuse mode 3 (hardware) with the software 4th mode.... :-\
_____

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MacDeath

#186
I was talking about the "dual playfield" trick in Mode0, not mode3, concerning "less RAM for datas".
I know Mode3 is mostly a joke/side effekt. ;D

Sorry topic went too far into those.

Dual playfield : you turn the 4bpp into 2bpp + 2 bpp and the 16 colours into "4 + (3+transparancy)".
Perhaps it would be cool that someone who is a great coder (anyone) would at last do a proper CPCwiki_ page on this.

This was actually used for quite a load of games.

Boulder Dash may be.

Otherwise Gost and ghouls and gost and gobs... Wonder boy too.
Mission genocide is one of the "best" exemple.

As I often told on PLUS topics, Mission genocide engine could be great on PLUS with added Multiplexed Hardsprites and perhaps a few raster colours changes (if possible) with ROM/extra RAM configuration.

fano

#187
Quote from: MacDeath on 21:22, 26 August 13Mission genocide is one of the "best" exemple.
Please do not forget Relentless that is for me the best example, i am not very fond of the dual playfield (except maybe in mode 1) but i must admit Relentless perfectly mastered this trick visually  :-*
But please back to the topic, i am still impatient to see great graphics for shinobi  ;D
"NOP" is the perfect program : short , fast and (known) bug free

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andycadley

Quote from: MacDeath on 21:22, 26 August 13
Dual playfield : you turn the 4bpp into 2bpp + 2 bpp and the 16 colours into "4 + (3+transparancy)".
Perhaps it would be cool that someone who is a great coder (anyone) would at last do a proper CPCwiki_ page on this.

What sort of thing did you have in mind? Something more detailed than the explanation in the CPC manual?

Quote from: MacDeath on 21:22, 26 August 13
As I often told on PLUS topics, Mission genocide engine could be great on PLUS with added Multiplexed Hardsprites and perhaps a few raster colours changes (if possible) with ROM/extra RAM configuration.

I'm not really sure how it would be useful. It would be remarkably easy to create Mission Genocide on the Plus without any tricks whatsoever. The smooth scrolling could just as easily be done with the SSCR and the hardware sprites are probably sufficient to serve as the in game sprites. And that way you could do away with the 4 colour limitation entirely too.

Yves Rizoud

Fano, I think everybody needs you to share the tools to extract/replace images, or information about it, or do the modification yourself and give us an updated DSK/snapshot which takes into account the remapped sprites and tiles for mission 1. This is necessary to see how the work-in-progress palette behaves, and also allows you to check all the other parts that need to take the remapping into account (font and GUI in general, I guess)
If you share the tools, people can directly test their modifications.

fano

No problem Yves, i was waiting some complete sprites/tiles/palette at least for level 1.You can see i posted the ressources on the topic.
I am actually busy on CTC-AY and Minibooster code but if someone is interested, i'll write some scripts to integrate edited stuff and notice to explain how to do the job.


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TFM

Well, yes, it would be great to see a preview DSK  :)
TFM of FutureSoft
Also visit the CPC and Plus users favorite OS: FutureOS - The Revolution on CPC6128 and 6128Plus

fano

Quote from: TFM on 20:37, 29 August 13
Well, yes, it would be great to see a preview DSK  :)
A preview of what ? there are actually not enough content to do a complete set =(
"NOP" is the perfect program : short , fast and (known) bug free

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Mr. DVG

Just for fun i converted the sprites of motion of Joe Musashi directly from those of the arcade game (a total of six sprite) adapting them to the palette of the classic CPC...

I have a question for you programmers...

If i wanted to move these six sprite to create movement in which programs I refer? Is there a tutorial that explains step by step how to animate a sprite?

Thanks as always for your time ... :)

Yves Rizoud

#194
Updated mission 1 map :
- adapted to common (sprite) palette : there were 4 more colors than sprites, so I had to put one in the last free slot. I chose orange, it may be needed for projectiles, fire, fonts etc.
- fixed up tiles that didn't fit the tile map. It's bearable, but I didn't invest too much time because it's very likely to be removed if/when the tile map can be modified.

Updated sprites : player shoot, player jump/crouch (legs), edited most mohawk torsoes and a few pistolman torsoes.

Update 3 Oct : re-made map 1 based on Sigh's screenshots. Still difficult to be faithful because the tiles really don't cooperate well. Touched up the sprites (pistolman), but I'm reaching the limits of my spriting ability.

GOB

I do not understand why you definitely want to take the graphics of the original rather than redoing something more suited to the CPC and a single version. Personally I find deeply ugly yellow (not to criticize what has been done) and the graphics could be much better if we just did not confine himself to repeat as the original.

fano

Maybe simply because we are trying to respect original arcade style...
For me , yellow using is a good idea here , it is difficult to find a good compromise for colors as arcade gfx uses unsatured colors and our beloved CPC doesn't own.
"NOP" is the perfect program : short , fast and (known) bug free

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Yves Rizoud

Quote from: GOB on 10:06, 27 September 13I do not understand why you definitely want to take the graphics of the original rather than redoing something more suited to the CPC and a single version.
Well, it's a reference, a place to pick ideas of what the CPC graphician was trying to achieve. But if people hit a roadblock on something (an enemy, a boss, a piece of scenery, that nobody manages to convert correctly) some creative liberty is going to be needed anyway.

TFM

Quote from: Mr. DVG on 01:49, 31 August 13
Just for fun i converted the sprites of motion of Joe Musashi directly from those of the arcade game (a total of six sprite) adapting them to the palette of the classic CPC...

I have a question for you programmers...

If i wanted to move these six sprite to create movement in which programs I refer? Is there a tutorial that explains step by step how to animate a sprite?

Thanks as always for your time ... :)


That's pretty well, but one of them has a different color. Did that happen by accident, or is it a part of the game?

TFM of FutureSoft
Also visit the CPC and Plus users favorite OS: FutureOS - The Revolution on CPC6128 and 6128Plus

GOB

There is already a version of shinobi that more formal and with ugly gfx ... For my part, if it's just to have the same graphics and more beautiful, I find that there is no interest. We'd better make a customized version for the CPC without worrying about gfx the original version. It would be more open and certainly more beautiful because no offense anyone, yet I find it very ugly ...

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