Testing Palette
I implemented dualplayfield to my test program. Then trying to find out which palette # is correspond to (foreground bitmap/background bitmap/sprite). I really confused about that. I thought it is something like ..
color #0-15 : foreground color 0-15
color#16-31:background color 0-15
color#32-35:sprite channel 0,1
color#36-39:sprite channel 2,3 ...
Note: foreground/background are 4bit planes, coplist initialized to 8bit planes AGAcolor. sprites are 2 bitplanes.
InitCopList 0,44,200,$10438,8,48,0
But result looks some palette# are shared use. In this case, actual assignment is,
color #0-15 : foreground 0-15
color #8-23 : background 0-15
color #24-31 : sprite channel 0-7
Hmm, if I think this way, it makes sense. The coplist apply 3bit + 3bit + 2bit*8 sprite (total 32 colors). But bitmaps are 4bit. Colors for extra 2 x 1 bit are over wrapped. Probably I miss use and/or understood something.
Accomplishment:
- test dualplayfield
- find out palette mapping for 2x4bit bitmap+8x2bit sprites. <- somewhat
ToDo:
- key input and move sprite
- finding some tools for editing bitmap or conversion.
Get My First Shooting Game For Amiga
My First Shooting Game For Amiga
This is experimental project to create a shooter game from scratch. [Blitz Basic Game Jam 2022]
Status | Prototype |
Author | ElmonEPG |
Genre | Shooter |
Tags | Amiga, blitzbasic, Retro, Singleplayer |
More posts
- Testting multiple coplist in the 1 displayJan 22, 2023
- Added Logos and start screenNov 16, 2022
- Upload executable of submitted versionNov 15, 2022
- Resolve the issue to create executableNov 09, 2022
- Continue to develop this projectOct 31, 2022
- Update SourcesOct 28, 2022
- Upload sourcesOct 27, 2022
- Some moving functions for EnemyOct 24, 2022
- Now I can use global array in Statement/FunctionOct 21, 2022
- Screen shot of game and about scopeOct 20, 2022
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