Porting Day of the Tentacle and/or similar games

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By wolf_

Ambassador_ (9850)

wolf_'s picture

19-03-2003, 14:57

Well, I have an idea here:

Draw them on PC, in your favourite app. Then reduce colors to the appropriate palette, in Photoshop, using 'pattern' (no diffuse/noise!). The result is a realistic picture. The filesize of that picture will be large I suppose, since (because of the raster) there are a lot of unique pixels. It would be a nice trick then to break that picture in pieces, containing the pixels from "x:0..n step 2" and from "x:1..n step 2" (when we use 2 pictures, get the idea?) now you have pictures without raster-pixels, which should be small when packed runlength. When building up the pictures again you can use the raster effect again by mixing the 2 pixtures together.

I already did lots of tests with downgrading fullcolor 24bit pictues to a custom screen 7 palette (512x212x16), the result looks very cool.. near photorealistic.. and definitly not bad for just 16 colors. The typical msx monitor blurs those rasters away anyway (well, at least mine does)

comprende?? or is this all chinese? Big smile

By anonymous

incognito ergo sum (116)

anonymous's picture

19-03-2003, 16:43

The filesize of that picture will be large I suppose, since (because of the raster) there are a lot of unique pixels.
Not at all! Even if you use a byte-based RLE algorithm there is only minor overhead at the edges of surfaces. An LZ algorithm cares even less about these things. So there is no need to split the picture like you suggested.

I already did lots of tests with downgrading fullcolor 24bit pictues to a custom screen 7 palette (512x212x16), the result looks very cool.. near photorealistic.. and definitly not bad for just 16 colors. The typical msx monitor blurs those rasters away anyway (well, at least mine does)

Indeed. Ofcourse you will have to take into account the 'fixed' colors you need to draw your mouse pointer and maybe some other icons? For status or item bars on the top or bottom of the screen you can just use a palette split, so no problems there.

By wolf_

Ambassador_ (9850)

wolf_'s picture

19-03-2003, 17:25

Are there then any problem at all using screen 7? if not, then that's a prefered screen imo..
True, you don't have 256 colors like in screen 8, but when using rasters, you can fake 16x16=256 colors, and even go beyond the current color depth, since rgb 0,0,7 AND rgb 0,0,6 will look like rgb 0,0,6.5 then..

gfx9000/turboR is no real option if you want to reach as many ppl as possible..

By anonymous

incognito ergo sum (116)

anonymous's picture

19-03-2003, 17:39

gfx9000/turboR is no real option if you want to reach as many ppl as possible..

IMO that's such a bad excuse. Because if you really want to reach as many ppl as possible, you should program for MSX1 exclusively.

OTOH, if you make good games for e.g. Gfx9000, you encourage people to buy it!

Better yet, if you limit yourself to 64K non-mapped memory, you could even make a MSX1 + Gfx9000 compatible game! The loss of Main RAM is nothing compared the gain of 384K VRAM.

While I have no objections to using Screen 7 and I see no obstacles programming-wise, I do believe developers should not shy away from creating Gfx9000 games. There are hundreds of users already and with the current low price it's a great time to develop Gfx9000 games.

By snout

Ascended (15184)

snout's picture

19-03-2003, 18:46

INdeed, if you want to reach as many people as possible you should not be coding for MSX anyway Smile

By snout

Ascended (15184)

snout's picture

30-04-2006, 23:03

(up) Anyone up for (investigating the possibilities) of porting SCUMMVM to MSX2/tR+GFX9K+Moonsound?

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