42bs Posted August 18 Share Posted August 18 Just a small try. GFX (860x102) ripped by @agradeneu from Metal Slug, cleaned (removed sky) and converted for Lynx. I guess acutally it should be at least 3 level parallax scrolling. demo.o 4 Quote Link to comment Share on other sites More sharing options...
agradeneu Posted August 18 Share Posted August 18 (edited) 2 hours ago, 42bs said: Just a small try. GFX (860x102) ripped by @agradeneu from Metal Slug, cleaned (removed sky) and converted for Lynx. I guess acutally it should be at least 3 level parallax scrolling. demo.o 34.5 kB · 3 downloads Interesting! Some questions: - Is it possible to display more than 16 colors, e.g. 40? - For downsclaing, I found out that scaling to 120 pixel height looks better, though some vertical scrolling is needed then. Edited August 18 by agradeneu Quote Link to comment Share on other sites More sharing options...
42bs Posted August 18 Author Share Posted August 18 That's why I removed the sky and replaced it by rasters. But having constantly more than 16 (well 15, we need the the background black) needs a lot of palette changing. The common trick is to split the screen at some point. It is possible (see Alpine Games) but needs a good color managment. Using 120 vertical is worth a try. I think, in general, with limited number of colors a simple "down sizing" as I did does not lead to best results. I need to try @laoo 's sprite packer, as it is IIRC made to combine similar colors. Quote Link to comment Share on other sites More sharing options...
agradeneu Posted August 18 Share Posted August 18 (edited) Here is a "Lynx" sample, looks more detailed - height 120 - 39 colors, could be reduced to 36 or 32 with acceptable loss of quality MetalSlug-Mission1_Lynx_layer1-sheet.bmp Edited August 18 by agradeneu Quote Link to comment Share on other sites More sharing options...
42bs Posted August 18 Author Share Posted August 18 (edited) Here a 16 color, but 1016x120 pixel large version. Y up/down is just added to allow scrolling. Clouds removed. demo.o Edited August 18 by 42bs 1 Quote Link to comment Share on other sites More sharing options...
agradeneu Posted August 19 Share Posted August 19 Nice, but probably no colors left for sprites? Quote Link to comment Share on other sites More sharing options...
laoo Posted August 19 Share Posted August 19 (edited) 18 hours ago, 42bs said: I need to try @laoo 's sprite packer, as it is IIRC made to combine similar colors. 2 hours ago, agradeneu said: Nice, but probably no colors left for sprites? Indeed - it is intended to process whole scenes of sprites, just prepare a PNG that will include all sprites and treat it as a "palette" - it will produce optimal (at most) 16 entry palette that can be used afterwards. It accepts images up to 256 colors and reduces the number to 16 - treats each color as a bucket of colors, calculates 3D distance between each bucket and merges closest pair to one bucket, giving resultant color as an average of all colors in bucket. Brutforce O(n^3) hence the limit to 256. But I still have some unresolved bugs - the tool fails for very narrow sprites. Probably some trivial bug but I haven't investigated it yet. Edited August 19 by laoo 1 Quote Link to comment Share on other sites More sharing options...
agradeneu Posted August 19 Share Posted August 19 (edited) The player character sprite "idle" animation, some repixeling by myself, 21x20 pixels. Downscaling 50% with aseprite software totally messes up the artwork, it looked unrecognizable. Anmation 100% redone, tried to match the original. The palette would need a yellow and a green for the sprites IMO. Player sprites are "larger" in relation to the backdrop, still worth a try. MS_player_idle_top.bmp MS_player_idle_Lynx_bottom.bmp Edited August 19 by agradeneu Quote Link to comment Share on other sites More sharing options...
42bs Posted August 19 Author Share Posted August 19 5 hours ago, agradeneu said: Nice, but probably no colors left for sprites? Yes, no color left. I wanted to try scrolling a large backdrop. So maybe even go for 140 pixel height. I will continue trying, but time is limited as I am in vacation and beach and sea have high prio 🙂 Quote Link to comment Share on other sites More sharing options...
miker Posted August 22 Share Posted August 22 (edited) Nice one but why it's so silent? Maybe not from this stage but still... Metalslug-mission4-fragment.lcp PlayBS-ms.lnx Edited August 22 by miker 3 Quote Link to comment Share on other sites More sharing options...
agradeneu Posted August 22 Share Posted August 22 Its really ironic, after the argument on the AA Jaguar forum, to see this in the Lynx forum 1 Quote Link to comment Share on other sites More sharing options...
+Stephen Posted August 22 Share Posted August 22 11 minutes ago, agradeneu said: Its really ironic, after the argument on the AA Jaguar forum, to see this in the Lynx forum Aha - the solution would then be to port the Lynx port of the NeoGeo port, thereby killing two birds with one stone! Quote Link to comment Share on other sites More sharing options...
SlidellMan Posted August 22 Share Posted August 22 Fascinating. Granted, it is just the first stage, but you guys did a good job trying to convert Neo Geo graphics to something the Lynx can handle. Quote Link to comment Share on other sites More sharing options...
agradeneu Posted August 22 Share Posted August 22 Would be much easier on Jaguar, no doubt. I wish we had 32 colors (16 for background/16 for sprites) Quote Link to comment Share on other sites More sharing options...
42bs Posted August 22 Author Share Posted August 22 4 hours ago, miker said: Nice one but why it's so silent? Maybe not from this stage but still... Metalslug-mission4-fragment.lcp 309.89 kB · 3 downloads PlayBS-ms.lnx 128.06 kB · 2 downloads Just a prove of concept. 128kb sound is a bit large;-) 1 Quote Link to comment Share on other sites More sharing options...
42bs Posted August 22 Author Share Posted August 22 3 hours ago, agradeneu said: Its really ironic, after the argument on the AA Jaguar forum, to see this in the Lynx forum Well, I never tried to convert a large backdrop and scroll. And this one was ideal. Still ... 🙂 Quote Link to comment Share on other sites More sharing options...
micdune Posted August 22 Share Posted August 22 (edited) I had to convert the art for mobile (Metal Slug mobile impact) way back in 2000ish, for three different size of screens. You should try to track the game and take sprites from there (the smallest version is 96x65): we optimised the animations frames and did a really clean job. the Edited August 22 by micdune 1 Quote Link to comment Share on other sites More sharing options...
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