Search found 416 matches
- Apr 09, 2006 23:49
- Forum: Archive
- Topic: testing needed for my game...
- Replies: 24
- Views: 5641
I think its something to do with the PUT in DRAW_BL. The exe works fine here. I checked out DRAW_BL and found this error: 'Draw tiles FOR Tile = 0 TO Tiles_Blit + (OffsetY = 0) Y_Pos = (Tile * Tile_H) - OffsetY PUT VPage, (-Map_Info.X, Y_Pos), BL_Tiles(Tile_Start + Tile, 0), pset NEXT Y It says NEX...
- Apr 09, 2006 23:21
- Forum: Archive
- Topic: testing needed for my game...
- Replies: 24
- Views: 5641
- Apr 07, 2006 0:59
- Forum: General
- Topic: converting palettes...
- Replies: 18
- Views: 3143
- Apr 07, 2006 0:16
- Forum: General
- Topic: converting palettes...
- Replies: 18
- Views: 3143
ok, here's the palette file:
www.geocities.com/juice801980/pal.zip
let me know if it causes the same errors
www.geocities.com/juice801980/pal.zip
let me know if it causes the same errors
- Apr 06, 2006 23:59
- Forum: General
- Topic: converting palettes...
- Replies: 18
- Views: 3143
- Apr 06, 2006 23:18
- Forum: General
- Topic: converting palettes...
- Replies: 18
- Views: 3143
- Apr 06, 2006 23:04
- Forum: General
- Topic: converting palettes...
- Replies: 18
- Views: 3143
- Apr 06, 2006 23:00
- Forum: Archive
- Topic: This is what I set out 2 do a long time ago!
- Replies: 3
- Views: 1643
- Apr 06, 2006 22:40
- Forum: General
- Topic: converting palettes...
- Replies: 18
- Views: 3143
yetifoot: Thanks friend! Your code is a lot simpler. There's still an error somewhere that I can't figure out. This is the palette file I'm using: http://www.geocities.com/juice801980/pal.bmp and this is a test bmp: http://www.geocities.com/juice801980/test.bmp After I run your code, this is the res...
- Apr 06, 2006 18:26
- Forum: General
- Topic: converting palettes...
- Replies: 18
- Views: 3143
You will probably get much better results by using a least-squares algorithm for scoring - something like score = (rdifference * rdifference) + (gdifference * gdifference) + (bdifference * bdifference). Other than that, I don't see anything blatantly wrong. I was wondering why squaring the differen...
- Apr 06, 2006 18:05
- Forum: General
- Topic: converting palettes...
- Replies: 18
- Views: 3143
Here's the code, still doesn't work. You have to create a test bmp for this, and you also need a 768 byte palette file. Preferably a gradient one with the whole spectrum to get an optimal conversion type PalType R as ubyte G as ubyte B as ubyte end type DIM BMP_Page AS UBYTE PTR DIM BMP_File AS STRI...
- Apr 06, 2006 17:40
- Forum: General
- Topic: converting palettes...
- Replies: 18
- Views: 3143
converting palettes...
Please read carefully. Lot's of details. Let's say I have a bmp which was drawn with one palette, but I need to convert the image so it uses another. If I just switch palettes, the bmp's colors will be all messed up. Here's what i would need to do so convert the bmp in pseudo-code: type PalType r as...
- Apr 06, 2006 2:18
- Forum: General
- Topic: Accessing bmp data
- Replies: 11
- Views: 3146
Code: Select all
OPEN BMPFile$ FOR BINARY AS #1
Get #1, 19, W%
Get #1, 23, H%
CLOSE #1
- Apr 05, 2006 19:02
- Forum: Archive
- Topic: AFlib2 Preview.
- Replies: 160
- Views: 65306
Adigun: A custom sprite routine can probably work best this way: pseudo-code: Sprite_Custom(buffer, x, y, color, trans, rotate, scaleX, scaleY, clip) If color <> 0 then fill the sprite with color end if if scaleX <> 0 then scale the sprite according to scaleX end if if scaleY <> 0 then scale the spr...
- Apr 05, 2006 5:41
- Forum: Archive
- Topic: AFlib2 Preview.
- Replies: 160
- Views: 65306
It's a great library, and I'll be using a lot of it for my game, but there still needs a lot of work done to optimize it. From what I see, there's ways to compress it and simplify a lot of the functions. The screen flipping routines take up like half the library right there. Edit: What would be a gr...