Started by tastefulmrship, 17:24, 13 February 16
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Quote from: ||C|-|E|| on 00:46, 19 February 16I am quite impressed with this image.[attachimg=1]Could anyone enlighten me about how it was done? If there was a semi-automatic way to do this some games in Mode 1, like our adventure, could have truly amazing graphics in the future.
Quote from: Fessor on 11:39, 19 February 16A true NTSC-System... Even in PAL-Region it has Never The Same Color...
Quote from: invent on 14:15, 19 February 16Hi ||C|-|E||, zooming into the image gives some clues, custom dithering and particular colours next to each other. While I can't think of an automatic way, if I was going to recreate this effect I would create custom patterns in Photoshop for example and fill in solid areas with the pattern (colour shade). Would need to create a set of patterns ranging in tone or spectrum of colours. Look like an interesting challenge. Very interesting technique which works best using primary colours for greatest range in colour spectrum if that's your intention (Red, Green , Blue and Black)
Quote from: arnoldemu on 12:25, 20 February 16Mode 5 can be used on cpc and that uses lots of cpu time. (it's mode 1, but with palette changes many times per line)
QuoteExcept using underlay sprite graphics modes on the C64... those are based on HiRes bitmap.... but those are not appropiate for games. They need way too much ram and rastertime for this.
Quote from: Oliver Lindau on 02:50, 21 February 16Border sprites is a similar concept, but esp side borders are tricky codewise. It is possible to get a similar effect like overscan pictures on the CPC, but actually it is playing with reduction. The demo Deus Ex Machina starts with a picture that is an interlaced fullscreen ifli covering the whole border, here it was the flicker that compensates stretched sprites. In others details are reduced to the 8-sprite-limitation per line. Some pictures implement rasterbar-effects to fill the gaps.
Quote... in a .dsk!
QuoteI think in this respect the cpc is easier, because overscan be done with no cpu time, but at the expense of 22KB of RAM used for the display.
QuoteThe former, well, it's a loading screen, so you can't rewrite the loading screen memory with game data without glitches or that final loading section blanking the screen. In addition, you don't have the freedom of CPU time, as CPU is used for loading and processing tape/disc data.
Quote from: MacDeath on 20:39, 22 February 16seriously with a disk, it doesn't quite matter to use 30-45 more seconds to load while displaying some rater effects.
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