JazGaming Posted June 1, 2021 Share Posted June 1, 2021 Finally decided to try and learn the CLUT, but when I declare the address it reads it as not being declared in this scope. I tried categorizing it as a Dimension, but just brought up more problems. alucard (2).zip Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted June 1, 2021 Share Posted June 1, 2021 You've told the builder that its a 16bit sprite: For 16-bit and 24-bit graphics no clut is created (because there isn't a need for one). For graphics conversion you can use "gfx_clut" or "gfx_noclut" to convert a .BMP file into jaguar raw format and optionally export the paletter or not (clut=yes, noclut=no). This applies to 1-, 2-, 4- and 8-bit graphics only. ABS,spr_alu,gfx_clut16,assets\gfx\alu1.bmp When, in fact, its a 4bpp sprite: 1 Quote Link to comment Share on other sites More sharing options...
JazGaming Posted June 2, 2021 Author Share Posted June 2, 2021 2 hours ago, CyranoJ said: You've told the builder that its a 16bit sprite: For 16-bit and 24-bit graphics no clut is created (because there isn't a need for one). For graphics conversion you can use "gfx_clut" or "gfx_noclut" to convert a .BMP file into jaguar raw format and optionally export the paletter or not (clut=yes, noclut=no). This applies to 1-, 2-, 4- and 8-bit graphics only. ABS,spr_alu,gfx_clut16,assets\gfx\alu1.bmp When, in fact, its a 4bpp sprite: sorry got all caught up in it and never said thanks for the help, appreciate it 1 Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted June 2, 2021 Share Posted June 2, 2021 No problem, also you helped find a typo in the documentation "paletter" lol. 1 Quote Link to comment Share on other sites More sharing options...
SlidellMan Posted June 6, 2021 Share Posted June 6, 2021 Hmm...Are you using the Alucard sprite to write a platformer test? (Just curious) Quote Link to comment Share on other sites More sharing options...
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