Started by JamesV, October 06, 2017, 06:55:55 am
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Quote from: xlibman on October 08, 2017, 10:36:58 pmGlad to see this game ported I wonder if in the future it would be easy to add color palettes based on area you're in or menu for some colors?
Quote from: tr1p1ea on October 10, 2017, 09:52:46 pmWhat bpp are you running the program in out of interest?
Quote from: JamesV on October 10, 2017, 10:24:38 pmQuote from: tr1p1ea on October 10, 2017, 09:52:46 pmWhat bpp are you running the program in out of interest?8bpp, although the palette only has 5 colours loaded (the dark red background, plus the 4 gray shades). The original grayscale buffering part of the engine is unchanged, so all the sprite routines, etc. are the same as they were on the TI-86, but there is a new routine that parses the dark & light buffers simultaneously to select the palette colour when updating vram. At the same time, it does the scaling up 2x horizontally, and finally performs ldir's to scale vertically (similar to Pirate Space Kitties).
Quote from: 123outerme on October 11, 2017, 01:38:36 amLooks amazing! I can definitely see the Zelda influences, especially from the "enemy spawn" animation. That looks pretty familiar But that's good, of course, that your game reminds me of an NES classic that grew to a massive franchise. I'm looking forward to other releases from your planned trilogy!Speaking of that dark-red background, I love it! It looks really fitting of the whole atmosphere, at least from the screenshots in the topic. I have to ask, though, why'd you choose that red? I'm really interested to know
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