Really great to see you're thinking about this sort of thing SANiK, you're a valuable asset to the project.
@Sanik: Is that just to make the Alpha-Map or is that what would need to be in the graphics engine for it to work? I hope it's just to make the alpha map... It works though, I'll give you that. Does it work as well with semi transparencies?
"Is that just to make the Alpha-Map or is that what would need to be in the graphics engine for it to work? I hope it's just to make the alpha map..." Acaeris - well the program makes two bmps. One being a grayscale containing the alphamap. The other being the sprite with the edges 'expanded' The idea would be that these files can be passed onto another program which finalizes the data into a game engine format. So yes - the program would be optional. Also - since it outputs bmps, one can edit the alphamap freely. "Does it work as well with semi transparencies? " Yes it does - you just need to provide the sprite on a black background and the sprite on the white background. I'd release the program, but there's really no need at the moment Just keep on doing what you do with vectors.
<!--quoteo(post=198290:date=Jun 1 2008, 10:18 PM:name=SANiK)--><div class='quotetop'>QUOTE (SANiK @ Jun 1 2008, 10:18 PM) [/quote] That's how 32-bit images are stored anyway. The processed version looks exactly like a 32-bit image without the alpha channel loaded.
There's a few things going on: Plan A: Cooljerk's working on his engine Plan B: Mystery person ??? has an engine done - just needs to upgrade to 4x Plan C: Some other peeps are on standby to upgrade a Genesis emu to use 4x (if all else fails)
Ok, EHZ 4x map viewer completed Notes: -It takes a while to load because it must compile the BMPs into the internal format -One of the waterfall tiles gets fucked up due to palette animation - I know so don't bug me about it -The parallax is using 16x16 tiles instead of 8x8 like Sonic 2, and is slower than S2, but I know about it so don't bug me about it -It uses a 16-bit timer so expect wonky movement - will fix later -The engine uses palettes -The palettes are PER TILE -The palettes are generated by picking the first 255 unique colors in a tile -If a tile uses > 256 colors, IT DOES NOT pick the closest matching color, instead, the engine resets the color to 0 -Therefore, make sure that the tile is <= 256 colors before pasting it in ehz_rgb.bmp -Up/Down/Left/Right = move around the map -W/A/S/D = move around the map -Z/X = normal mode/widescreen mode Download: http://sanik.hacking-cult.org/EHZ4.zip Also, I tried adding this beast to the HD tileset, but gave up due to lazyness =3 http://i42.photobucket.com/albums/e320/dea...01/update01.png
Sanik, this is absolutely fantastic!! *claps* Well done. This is going to prove very useful for looking at how all the work with the tiles is coming together. Who is this mystery person by the way? ...Is he a super saiyan?
Oh scheiss, I just noticed a memory leak *gets to work on fixing* ----------------------- ---EDIT--- Fixed the bug, redownload
is there anyway to make it so I can zoom in? If it'd be too much of a pain in the ass, don't bother, but it might be useful.
Err: Click Start->All Programs->Accessories->Accessibility/Ease of Access->Magnifier =) I kid, here: http://sanik.hacking-cult.org/EHZ4_patch.zip Press Q/E to zoom but warning: Zooming doesn't recalculate the aspect ratio Zooming zoomes into the top - left corner =O Use Z/X to reset the zoom Also - one minor note: I've disabled the palettes in this build So - feel free to use 24 bit RGB if you need to (This will allow you to work on the water without being screwed over by the "guess-based" palette animator)
<!--quoteo(post=199359:date=Jun 9 2008, 10:59 AM:name=SANiK)--><div class='quotetop'>QUOTE (SANiK @ Jun 9 2008, 10:59 AM) Notes: -It takes a while to load because it must compile the BMPs into the internal format -One of the waterfall tiles gets fucked up due to palette animation - I know so don't bug me about it -The parallax is using 16x16 tiles instead of 8x8 like Sonic 2, and is slower than S2, but I know about it so don't bug me about it -It uses a 16-bit timer so expect wonky movement - will fix later -The engine uses palettes -The palettes are PER TILE -The palettes are generated by picking the first 255 unique colors in a tile -If a tile uses > 256 colors, IT DOES NOT pick the closest matching color, instead, the engine resets the color to 0 -Therefore, make sure that the tile is <= 256 colors before pasting it in ehz_rgb.bmp -Up/Down/Left/Right = move around the map -W/A/S/D = move around the map -Z/X = normal mode/widescreen mode Download: http://sanik.hacking-cult.org/EHZ4.zip Also, I tried adding this beast to the HD tileset, but gave up due to lazyness =3 http://i42.photobucket.com/albums/e320/dea...01/update01.png[/quote] I want to compliment with you for this great tool. It will be perfect to see the HD result.
This is *purely* an idea mind you, but I was just wondering what you guys think about creating a WYSIWYG interface like that of Luner Magic? http://fusoya.eludevisibility.org/lm/index.html
<!--quoteo(post=199659:date=Jun 11 2008, 01:49 AM:name=The Growler)--><div class='quotetop'>QUOTE (The Growler @ Jun 11 2008, 01:49 AM) [/quote]Fixed that for you.
<!--quoteo(post=199663:date=Jun 10 2008, 04:58 PM:name=nineko)--><div class='quotetop'>QUOTE (nineko @ Jun 10 2008, 04:58 PM) [/quote]Fixed that for you. [/quote] You made a mistake as well. All better now.