KanedaFr Posted September 26 Share Posted September 26 Hi there, I'd like to use 16 colors bitmap (4bpp) but whatever I tried, it's a fail. i have no problem with 256 8bpp but I'd like to use pals more efficiency Imagemagick identify ouput: clouds.bmp BMP3 200x128 200x128+0+0 4-bit sRGB 16c 12918B 0.000u 0:00.003 build.log output: Processing ASSETS\GFX\clouds.bmp Converting BMP internally into gfxdata/clut... File is 200 pixels wide, 128 pixels high and is 4 bits/pixel cloud.bmp.clut is ok cloud.bmp.gfxdata is ok R_sprite_framesz is h*w/2 R_sprite_bytewid is w/2 R_sprite_gwidth is w/2 R_sprite_bdepth is 4 Did I miss something ? What could I look for ? (if I remove the /2 , I start to see something with the right colors but not the wanted bitmap) Quote Link to comment Share on other sites More sharing options...
KanedaFr Posted September 26 Author Share Posted September 26 I tried with PLAYER.BMP for the asm example with no problem. I wonder what"s wrong with my bitmap... clouds.bmp Quote Link to comment Share on other sites More sharing options...
Sporadic Posted September 27 Share Posted September 27 It might be due to your sprite width. It needs to be divisible by 8 bytes iirc (I've not validated what yours is, but it's one of the main gotchas) 2 Quote Link to comment Share on other sites More sharing options...
42bs Posted September 27 Share Posted September 27 (edited) 11 hours ago, KanedaFr said: R_sprite_gwidth I guess gwidth is in phrases. So w/16 not w/2. And (w % 16) must be 0. Edited September 27 by 42bs Quote Link to comment Share on other sites More sharing options...
Sporadic Posted September 27 Share Posted September 27 /2 is correct in the context of rapinit.s with the object definitions. That's how you define the values for 4 bit graphics in Raptor/jagstudio 1 Quote Link to comment Share on other sites More sharing options...
KanedaFr Posted September 27 Author Share Posted September 27 1 hour ago, Sporadic said: It might be due to your sprite width. It needs to be divisible by 8 bytes iirc (I've not validated what yours is, but it's one of the main gotchas) ho...I didn't know about it...where is it documented so I could learn more and more ? it could explain why it works with 8bpp (200/8 bytes = 25) but not 4bpp (200/2/8 bytes = 12,5) ! I'll try later today! thanks, it seems to be culprit Quote Link to comment Share on other sites More sharing options...
Sporadic Posted September 27 Share Posted September 27 It might not be in the docs. But definitely needs adding! I'll add to the list 🙂 1 Quote Link to comment Share on other sites More sharing options...
42bs Posted September 27 Share Posted September 27 20 minutes ago, KanedaFr said: ho...I didn't know about it...where is it documented so I could learn more and more ? it could explain why it works with 8bpp (200/8 bytes = 25) but not 4bpp (200/2/8 bytes = 12,5) ! I'll try later today! thanks, it seems to be culprit It is about objects, I'd say. And those must be dividable by 8. Quote Link to comment Share on other sites More sharing options...
KanedaFr Posted September 27 Author Share Posted September 27 Fixed !!! Thanks a lot! 1 hour ago, Sporadic said: It might not be in the docs. But definitely needs adding! I'll add to the list 🙂 If you add it to the template's rapinit.s, it would be perfect / enough PS: if you ever edit the doc, I'll me more than happy if you can fix Table A (sprite object properties) 1 Quote Link to comment Share on other sites More sharing options...
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