José Pereira #1 Posted October 2, 2009 Hello. We can create lots of screens using G2F (DLIs.+PMG colour enhancements), but is it possible to use a software sprite routine on the numerous screens. You all know all my obssession about Last Ninja. I'vee been trying many things. What I said here using some PMs. for Players could work in LN1, but impossible in LN2 (need maany PMs for screen color enhancements). The idea and my question it's if I for example create Players using PFs withh 1/2 Pms. on them, I can move them in each screen, done with G2F. The Software Sprite Engine will be the same for all screens, but I''ll get them in Multi-Load mode. All this because I've been trying to create all the screen objects with an Editor, like C64, but even with many charsets, with only 128 chars and probably 40chars fot the Players Software Sprites it's impossble (I think?)... Some of the coders here can help me and answer this? And by the way what you all around here would do/use/ideas if you want to do LN o A8? Thanks. José Pereira. Quote Share this post Link to post Share on other sites
PeteD #2 Posted October 2, 2009 (edited) If you want to use software sprites in a screen similar to one created by G2F you have to limit a lot of things. The software sprites can only be made from PF colours and not BG colour (else any PMGs will show "through" your guys). You also can't change PF colours anywhere the guys will walk else they'll change colour as well. I've looked fairly extensively at LN as a possible future project and it's very possible to do the guys as software sprites with software masking (as I talked about a while ago in the LN thread). That leaves all the PMGs for extra background colour. If you watch on the C64 version, most of the time if an enemy is on screen and has different colour "clothes" they tend to be the same as a predominant part of the background (or a near colour), so you use a PF colour for that also then you get multicolour software sprites and colourful backgrounds. Its exactly the same as I'm doing with Exploding Fist apart from there being no "masking" because the Fist guys don't go underneath anything. You can of course use "spare" PMGs as extra colours for the guys, but imho that isn't needed and they're better suited to working in the background. Pete Edited October 2, 2009 by PeteD Quote Share this post Link to post Share on other sites
José Pereira #3 Posted October 2, 2009 If you want to use software sprites in a screen similar to one created by G2F you have to limit a lot of things. The software sprites can only be made from PF colours and not BG colour (else any PMGs will show "through" your guys). You also can't change PF colours anywhere the guys will walk else they'll change colour as well. I've looked fairly extensively at LN as a possible future project and it's very possible to do the guys as software sprites with software masking (as I talked about a while ago in the LN thread). That leaves all the PMGs for extra background colour. If you watch on the C64 version, most of the time if an enemy is on screen and has different colour "clothes" they tend to be the same as a predominant part of the background (or a near colour), so you use a PF colour for that also then you get multicolour software sprites and colourful backgrounds. Its exactly the same as I'm doing with Exploding Fist apart from there being no "masking" because the Fist guys don't go underneath anything. You can of course use "spare" PMGs as extra colours for the guys, but imho that isn't needed and they're better suited to working in the background. Pete Thanks Pete. That is what I thinked (PF0-Black for Body, PF1-Hands/Eyes, but you cannot use other PFs. If PF2 it's green for example, you cannot use PF3 for enemy clothe, and PF3 as 5th PL. very difficult, I taked all shapes from That old LN engine, You Tube videos, Playing the game and it does not work (I think) in any of the Priority Modes when Players overlapp. If you use only PF0 and PF1 for the guys you can have PF2/PF3 and Backgr. to change with DLIs. You can use 2Pms for the guys. Best is Priority 2(PM0/1-»(5th PL.)-»PF0/1-»PF2/3-PM2/3-»Backgr.) and Priority 8 (PF0/1-»PM0/1-»PM2/3-(5th PL.)-»PF2/3-»Backgr.). Change between this two Priority modes when Ninja have or not ppriority over Enemy. My best idea (I think) it's PF0/1 for the Ninja/Enemy Body/Hands/Eyes, and P0 for Ninja Weapon, P1 for Enemy Clothe and if I use 5t Player for the nemy weapon begins the problem... Change beetwen P0 and P1 according to WHO HAS THE PRIORITY, it's simple, Enemy Weapon as 5th PL. doesn't fit in any of the Priority Modes. The idea of PL. for Ninja Weapon it is to put different colours according to what weapon (Nunchakus/Staff - Brown, Swword (White). Enemy Clothe as PL. because you cannot use PF2/3, colour clash problem and it will look better. And if you start withh Priority2 you gget the first 2Pms. (also 5th PL.) above Pfs.. and youu sttill have PM2/3 to use under all PFs. I've tried in many screenns and this work. And you must not forget that you only have Enemys in 50/60% of the total game screens. Thanks. José Pereira. Quote Share this post Link to post Share on other sites