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Frozen Utopia Forum  |  For Developers  |  Graphics Development  |  Topic: Using masks on tiles 0 Members and 1 Guest are viewing this topic. « previous next »
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Author Topic: Using masks on tiles  (Read 1597 times)
tomaitheous
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« on: October 13, 2005, 12:59:22 AM »

Here is a method for dynamic overlaying of graphics on tiles.

Create a 8x8 single bit plane mask ( 8 bytes in size)


11111111
11100111
10011001
10111101
11011011
11100111
11100111
11111111


1's = the pixel to keep and 0's = the pixel to overwrite

1) load byte of destination(tile)

2) 'And' corresponding byte from mask

3) 'Add' byte from desired image(from which the mask corresponds to )

repeat this for all four planes planes and all 8 lines ( 4 bytes and 8 lines = 32 times per 8x8 tile)




Note: palettes will have to be setup for expected data of course.

You could also setup a transparent shadow or highlight effect ( moving see-through cloud or shadow), but the tiles would be restricted to 8 colors and the palette arranged in expectation of this.
« Last Edit: October 13, 2005, 01:01:08 AM by tomaitheous » Logged
xavier
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« Reply #1 on: October 17, 2005, 03:12:11 PM »

I'm sorry, but can you post some screenshoot wich display this effect, I'm not sure to understand what you mean? Huh
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tomaitheous
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« Reply #2 on: October 17, 2005, 06:55:36 PM »

I'm having arse of a time getting PCEAS to work with startup.asm so I'm writing all routines in asm by hand right now. So it will be a little while before I'm up and running (1-2 weeks maybe), as I have a commitment to a compositing project I need to finish.

 Depending on the tile overlay size and the amount clock cycles you can spare, you're looking at a 30fps to 15fps or even 7fps(more realistic) output time on the effect - which wouldn't be to bad for a slow part of a scroll in the BG. Having a 4 color overlay on a 12 color tile would also speed things up since you would leave out two ADD operations.

 A shadow/highlight overlay would be much faster though, since it requires only one AND per byte on only 1 bit plane of the 4 and no ADD required, but your palette is reduced to 8 colors.

Edit: "but your palette is reduced to 8 colors." <- I mean per palette of 16 colors that's associated with a tile. So in other words, some palettes would consist of 8 colors with the remain 8 colors being made up as higher or lower intensity of the original 8 colors.
« Last Edit: October 19, 2005, 09:13:40 PM by tomaitheous » Logged
Inpuptacuts
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« Reply #3 on: December 20, 2009, 10:50:11 AM »

so heres the deal, Im working on a side-scrolling adventure game and need some tiles, Im terrible at making them though, as I want the game to actually look like something.  I need the tiles to be big, like HD fullscreen big, i.e. 75x75. 

I need some dirt covered ground in 8 directions
I also need partially transparent water that would slightly overlap the dirt in 8 directions, think Castlevania Dawn Of Sorrow

I also need sprites for short grass in 3 directions, 45 degrees left/up, facing up, and 45 degrees right/up
Tall grass in the same 3 directions, but also animated to appear blowing in the wind, if anyone wants to really jump into this, how about an animation each for blowing left and right lol
A small rock sprite 1 tile by 1 tile, and a large rock 4 tiles by 4 tiles

I havent even mentioned any of the animals I want yet so, this is plenty to start with lol, like I asked before, any takers?
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« Reply #4 on: December 20, 2009, 01:13:44 PM »

I don't know if there's anymore tile/spite artists left out there that are doing Turbo stuff.  You might want to try other forums as well, like PCEnginefx & the Magic Engine forums.
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Keranu
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« Reply #5 on: December 20, 2009, 05:35:37 PM »

I think that user is a bot/spammer, looking at his previous posts. They've almost convinced me now!
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Nodtveidt
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« Reply #6 on: December 20, 2009, 08:50:11 PM »

Yes, it's a spammer. I have no idea what the purpose is of this new type of spamming though.
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« Reply #7 on: December 21, 2009, 12:41:55 AM »

Hmm, I think ya'll is right, I spot a bot!
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