+atari2600land Posted March 1, 2018 Share Posted March 1, 2018 Both the height and the width of the picture I want to show is divisible by 16. So what am I doing wrong here? Why won't it show anything but green? It's supposed to be an orange. oranges.zip Quote Link to comment Share on other sites More sharing options...
ggn Posted March 1, 2018 Share Posted March 1, 2018 Next time please include more information of what you're trying to do - it'll save some time for everyone! Your image is 8 bitplanes in depth and the object is set up to handle that. No probs there. The problem is that 8 bpp images are in fact paletted, so you need to tell assets.txt to dump a palette. And then you need to tell rb+ to load the palette at startup using loadclut. I'll omit the fix as an excersise to the user Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted March 1, 2018 Author Share Posted March 1, 2018 I'm trying to make the orange show up on the screen. But it won't. All the documents say that 8 bpp graphics don't have a CLUT. Quote Link to comment Share on other sites More sharing options...
ggn Posted March 1, 2018 Share Posted March 1, 2018 (edited) All the documents say that 8 bpp graphics don't have a CLUT. Citation needed. Edited March 1, 2018 by ggn 2 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted March 1, 2018 Author Share Posted March 1, 2018 From the rapinit.s file: dc.l no_CLUT ; no_CLUT ; Define sprite colours. ; R_sprite_CLUT ; no_CLUT for 8, 16 and 24bit ; CLUT number 0 to 15 for 1, 2 and 4bit Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted March 1, 2018 Share Posted March 1, 2018 That does not mean it does not have a CLUT. 1 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted March 4, 2018 Author Share Posted March 4, 2018 I gave it a CLUT of 1 and it displays a black orange instead of an orange one. Quote Link to comment Share on other sites More sharing options...
ggn Posted March 4, 2018 Share Posted March 4, 2018 I gave it a CLUT of 1 and it displays a black orange instead of an orange one. Try 0. Quote Link to comment Share on other sites More sharing options...
WAVE 1 GAMES Posted March 4, 2018 Share Posted March 4, 2018 Try deleteing the orange CLUT and gfx data files from the build folder. Then build it again and see how it looks. Basically just re-wright the clut file Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted March 4, 2018 Author Share Posted March 4, 2018 Neither suggestion worked. Why won't this stupid picture go in? orangewhywontthiswork.bmp Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted March 4, 2018 Author Share Posted March 4, 2018 And this is the result when I try to put it in: Quote Link to comment Share on other sites More sharing options...
sh3-rg Posted March 4, 2018 Share Posted March 4, 2018 8-bit images, 256 colours, use all 256 colour registers - the whole CLUT. It's not like 16-bit where it's Red-Blue-Green values described per pixel, it's like 1-, 2- and 4-bit images that have an array of colours indexed by these bits. You need to set your object to CLUT 0 or no_CLUT (IIRC, both will work), and have assets.txt create a CLUT file and fire that data at the CLUT. If that doesn't work, maybe your image tool is shipping broken files, or maybe you're overwriting sections of the CLUT with other palette data for other objects. Simple solution if you do not require palette adjusting for the object is make it 16-bit. If that doesn't suit your needs, you're going to have to make your orange graphic's 256 colour palette suitable for both it and any other sub-16-bit objects you want to use and carefully manage your CLUT. Quote Link to comment Share on other sites More sharing options...
Welshworrier Posted March 4, 2018 Share Posted March 4, 2018 Out of interest is this for a different game to the one you are working on with Jeffrey Bonez? Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted March 4, 2018 Author Share Posted March 4, 2018 Out of interest is this for a different game to the one you are working on with Jeffrey Bonez? Yes, this is a different game. Quote Link to comment Share on other sites More sharing options...
ggn Posted March 9, 2018 Share Posted March 9, 2018 (edited) So it's been a week without this getting solved, so it's hand holding time yet again! Download and extract zip In assets.txt Change gfx_noclut to gfx_clut In oranges.bas add loadclut(strptr(ORANGEFRUIT_clut),0,256) before the DO statement Build and run Neither suggestion worked. Why won't this stupid picture go in? Because you didn't read my first reply? Edited March 9, 2018 by ggn 1 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted March 9, 2018 Author Share Posted March 9, 2018 Sorry to be such a pain. I didn't realize the number after the CLUT was the number of colors. Quote Link to comment Share on other sites More sharing options...
ggn Posted March 9, 2018 Share Posted March 9, 2018 Sorry to be such a pain. I didn't realize the number after the CLUT was the number of colors. Well, it's ok. If my explanations aren't making sense to you don't hesitate to ask for clarifications. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted March 9, 2018 Author Share Posted March 9, 2018 Kind of a bland factory, but oh well... 2 Quote Link to comment Share on other sites More sharing options...
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