3d animation maker : Chaar Sahibzaade, the first stereoscopic 3D animated movie on Sikh history is based on the actual story of sacrifices of the four sons of Guru Gobind Singh (the 18th Century spiritual leader of the Sikh community)– Baba Ajit Singh, Baba Jujhar Singh, Baba Zorawar Singh and Baba Fateh Singh. Produced by Pammi Baweja and directed by Harry Baweja, Chaar Sahibzaade released on 6th November 2014 in Punjabi, Hindi and English in 400 screens across 31 countries, and has received an overwhelming response from the audience across the globe. The movie has been praised for its emotional and unbiased portrayal of one of the most important chapters in Sikh history.
Guys, I need help again. My previous dev team I was working with was dissolved, some dissidents prevailed in touch with me.
One of them is trying to teach me how to work with sprites. He said I need to take a drawing of my character in the computer, reduce its resolution and color depth with IrfanView and slice it in equal parts with Photoshop in squares of 32x32 px (I'm using the old 2003's CorelDRAW 12 to do this).
After this, he said to open any piece in Imagenesis and save as .txt to the SGTD be able to open the tiles. He said its possible to join all the pieces of the sliced figure and they share the same pallette with SGTD.
There is an option to export to .bin the tiles in SGTD, but I saw nothing about how several 32x32 px tiles share the same pallette.
I believe that a sample code I have (It is not the point) can mount my character on screen if It's in 32x32 px chunks, and using one 16 color pallette. Is this right?
Sprites can be a tad confusing in the beginning. I won't get into the usage of the tools, because every team and/or developer may use different (or custom) tools.
Sprites can range between 1x1 tile (8x8 pixels) to 4x4 tiles (32x32 pixels). This is important to remember, because a scanline can only display 320 "sprite pixels" at a time, and this includes transparent pixels in sprites as well as sprites that are off-screen. Anything after the 320th sprite pixel is ignored and not displayed, though your code will still treat it as though it were there.
Sprite tiles have to be loaded into memory in a sequential order (i.e., they must sit next to each other in VRAM). They're also drawn in the vertical direction rather than horizontal like you normally do for backgrounds.
I.e., the tiles are drawn in this order:
1 5 9 13 2 6 10 14 3 7 11 15 4 8 12 16
rather than this:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
How you generate your tiles is up to you (SGTD!!, Retro Graphics Toolkit, etc). If they are displaying out of order, you'll need to rearrange the tiles either before exporting, or by hand. You can only assign 1 palette to a sprite, so if you need more palettes, you need to use multiple sprites to generate a meta sprite.
Here's an example of how to create a sprite in code and display it on screen:
Dim MySprite As Integer MySprite = AddSprite(1,1) ' Creates a 1x1 tile sprite, or 8x8 pixel sprite PropSprite MySprite,1,0 ' Sets the VRAM start point to 1, and we're using Palette 0 MoveSprite MySprite,128,128 ' Positions the sprite to the visible screen. 128,128 = "0,0" ' on the visible screen.
Seizing the opportunity, take a look at my video tutorial, teaching how to photograph sheets of paper and turn a cell phone into a scanner. But the video is in Brazilian Portuguese (English version at any time).
Due to lots of help from alexmega, I adapted his code at some degree. But the background doesn't scroll - after some modifications of us - and he isn't with time enough to help me or he also don't know the solution.
I'm having problems to scroll the background and the palette is being misused in one of the frames and in the other it is not displaying perfectly. Some things in the code I don't understand and I did lots of things to try to figure out them.