Wrathchild Posted September 1, 2004 Share Posted September 1, 2004 Hi all, Here's a simple demo you can run in an emulator, it comes as an XEGS 64K ROM image. The graphics, 65 images in all over 8 screens of 8 images and the last screen with a single image, come from the C64 version of Bard's Tale but are in the 3 color (plus background) of the Atari for now, but it gives you an idea of what they could be like. Enjoy, Mark bt_demo.zip 1 Quote Link to comment Share on other sites More sharing options...
Goochman Posted September 1, 2004 Share Posted September 1, 2004 Just a demo........sigh Neat - any chance to get some more color in those images? Quote Link to comment Share on other sites More sharing options...
Wrathchild Posted September 1, 2004 Author Share Posted September 1, 2004 I just used Antic 14 for the display in this simple demo. The graphics mode for the BT intro method was done in 5 colour char mode and so this is what the game would use too, therefore yes they could be made a little more colourful. The problem at the moment was that I hadn't figured out where the C64 gets the palette from. Sprite under/overlays could be used but more hassle than its worth IMHO. They will be used for the duration spells icons. The demo also includes the images uncompressed wheras the C64 uses some weird RLE and interlaced compression format to hold these images (basically most of the NMxx files on the disks). Regards, Mark Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted September 1, 2004 Share Posted September 1, 2004 the compression reminds me koala painter? Quote Link to comment Share on other sites More sharing options...
Wrathchild Posted September 1, 2004 Author Share Posted September 1, 2004 Here's an example for all to see... img.c = the decompression program, takes a filename as an argument. nm50 = original image file from C64 nm50.txt = Output produced by "img nm50 > nm50.txt" contains: 1) Trace of the decompression, the figures in brackets are the Y and X pixel positions for the byte (e.g. divide X by 4 for the char offset). 2) Data in raster format for later compiling 3) Data in CSV format with two character patterns for each colour. nm50.xls = Coloured version in Excel Regards, Mark PS. hopefully sticky this type of source out here may inspire some more people to tinker in this way :wink: nm50.zip 1 Quote Link to comment Share on other sites More sharing options...
Wrathchild Posted September 1, 2004 Author Share Posted September 1, 2004 Same principle of previewing in Excel. Maybe someone can use these to test thier software or multiplexing hardware sprite routines? Mark PS: sticky = sticking sball_men.zip 1 Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted September 1, 2004 Share Posted September 1, 2004 excel????????????????? hahahahahaha.... Quote Link to comment Share on other sites More sharing options...
Wrathchild Posted September 1, 2004 Author Share Posted September 1, 2004 excel????????????????? hahahahahaha.... desparate case of improvisation I know! I shouldn't really mention the 'Barbarian' and 'Sentinel' screenshots I also did in Excel just before the Millennium?! Thank heavens that G2F came along to save us all barb_screen.zip 1 Quote Link to comment Share on other sites More sharing options...
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