A good sprite-tool with visual support for the OR-color?

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Van Bengalack

Hero (578)

afbeelding van Bengalack

10-04-2022, 13:48

ARTRAG wrote:
Bengalack wrote:

Agree. The concept of having colors decoupled from patterns is great. Just thought the amount should match. 64 vs 32 (on sprites with height=16), but yeah, it's not the end of the world. And: It is what we do all the time - work with the limitations Smile

The design of the mode 2 sprites is very bad.
I would have implemented an index to the color definitions to be stored in the SAT where in mode 1 you have colors.
This would have allowed to change color patterns by writing a single byte and allowed very simple enhancements of the msx1 games.

Exactly! Not sure if people actually have realised how bad this is, or how poorly this solution actually performs in real life. It's just something clashed on top of an otherwise ok design.

Van Bengalack

Hero (578)

afbeelding van Bengalack

10-04-2022, 17:22

jepmsx wrote:

Thanks for sharing the tools you use Bengalack. I would have never considered to use a spread sheet to draw the sprites.

Note: I only use Google sheets to find that optimal palette, I'm not doing the drawing there (but I'm sure one could make this work). That image of the heroine is just a reference image for me when figuring out which colors needs to be OR'ed. Per line. Lilly may seem a bit stiff, and the reason is that ALL Lilly patterns (24 different postures) needs to share the same color information, as I don't have time to upload new color data for each player frame at every frame - ARTRAGs point in his recent reply. Sharing the color data across animation frames is another restriction put on the gfx designer...

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