Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby Anima » Sat Apr 15, 2017 11:17 am

EvilFranky wrote:How are you going to approach the limited STE 16 colour display Anima? Will be a challenge converting...

Yes, I know, but I think I've found a good universal palette for this task.

Edit: sheet fixes.
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby dlfrsilver » Fri Apr 21, 2017 8:05 am

This is superb. I guess you spent way less time than me :)

one question, can you put those tiles in the same order and format as the one given in mame in the original tile banks ?
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby Anima » Fri Apr 21, 2017 4:00 pm

dlfrsilver wrote:one question, can you put those tiles in the same order and format as the one given in mame in the original tile banks ?

I suppose you mean the sprite "tile code"!? Yes, it has been preserved in the file name of each image. I need it later on to identify the appropriate Blitter sprite to be drawn.

Here's an image archive of the sprites extracted so far.

Edit: spelling.

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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby dlfrsilver » Fri Apr 21, 2017 4:37 pm

A try in 16 colors for Atari STE
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby dlfrsilver » Sat Apr 22, 2017 12:21 am

@Anima : can you apply the same method for the 8x8 tiles and also the backgrounds and foreground (16x16 and 32x32 pixel tiles) ?
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby Anima » Sat Apr 22, 2017 7:27 am

dlfrsilver wrote:A try in 16 colors for Atari STE

Thanks. I guess that you reduced the whole sprite sheet to 16 colours or did you map the colours to a different palette?

You need to be very careful with the resulting palette because the background tiles are not included. In fact it's very hard to find a good matching palette for this task and it depends heavily on the game as well.

dlfrsilver wrote:@Anima : can you apply the same method for the 8x8 tiles and also the backgrounds and foreground (16x16 and 32x32 pixel tiles) ?

Yes, definitely, but it's not yet implemented.

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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby dlfrsilver » Sat Apr 22, 2017 1:33 pm

ok, then ignore my reduce to 16 colors then. We do need indeed to have the background/foreground tile done too.
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby AtariCrypt » Sat Apr 22, 2017 2:52 pm

This is one exciting thread... just saying :)

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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby dlfrsilver » Sat Apr 22, 2017 3:09 pm

yes indeed :)
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