wanax
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Posts: 10
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Post by wanax on Aug 2, 2018 2:41:56 GMT -5
Hello there! My name is Wanax and I'm a C64 coder. Me and my friend of mine WizKid we are going to create a game for Megadrive / Genesis. I've some question to be submitted if possible. This is a mockup of the game: Thanks in advance Wanax.
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wanax
Burger Head
Posts: 10
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Magot
Aug 8, 2018 1:21:41 GMT -5
Post by wanax on Aug 8, 2018 1:21:41 GMT -5
Hi there, I've some problem whit ImaGenesis... When quantize the image, the colors is not the same, this below is the original: This is a result of conversion: Any advice?
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Deleted
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Magot
Aug 10, 2018 7:17:03 GMT -5
via mobile
Post by Deleted on Aug 10, 2018 7:17:03 GMT -5
The genesis only has 512 displayable colors (61 at a time), so you’ll need to plan your graphics accordingly. The result you’re seeing is because the original colors don’t exist on the genesis.
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wanax
Burger Head
Posts: 10
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Magot
Aug 13, 2018 14:31:12 GMT -5
Post by wanax on Aug 13, 2018 14:31:12 GMT -5
Thanks for your answer, now that's much better...
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Magot
Aug 19, 2018 0:35:42 GMT -5
Post by GiGaBiTe on Aug 19, 2018 0:35:42 GMT -5
The genesis only has 512 displayable colors (61 at a time), so you’ll need to plan your graphics accordingly. The result you’re seeing is because the original colors don’t exist on the genesis. There are ways to get more than 64 colors on screen at once, but it requires lots of programming tricks.
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Deleted
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Magot
Aug 23, 2018 14:18:16 GMT -5
Post by Deleted on Aug 23, 2018 14:18:16 GMT -5
The genesis only has 512 displayable colors (61 at a time), so you’ll need to plan your graphics accordingly. The result you’re seeing is because the original colors don’t exist on the genesis. There are ways to get more than 64 colors on screen at once, but it requires lots of programming tricks. By default, I meant. And it doesn't require lots of programming tricks. I use a 5th palette in Handy Harvy (though, that's 100% unnecessary, I just didn't want to redraw a lot of graphics), so that's 75 color, plus Shadow/Highlight mode to nearly double that All with < 10 lines of code. The real problem lies in how to utilize the extra colors while having a functional game, since once you start loading more palettes/colors into CRAM during the HBLANK, you start to limit functionality on the screen.
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