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  #1  
Old 2007-02-25, 16:09
Gloss82 Gloss82 is offline
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Arrow 256 colors -->> 32M colors

Anybody knows about converting original 256-color graphics engeniee for LBA1/2 to wider color space (32M colors, for example)? IMHO, the game will look cute in wide color space, without 256 color dots... If somebody can do this tweak for LBA executable, it's will a good thing, isn't it?
sorry for my ugly english
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  #2  
Old 2007-02-25, 16:15
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Kobold Kobold is offline
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As both were DOS games, you won't have many luck. The LBA palette only supports 256 colors. Maybe LBAWin could change that. Or Twin-E (which we can edit).

Well, maybe.
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  #3  
Old 2007-02-25, 18:39
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If we only had the egine(s) (sources), we would probably be able to do it.
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  #4  
Old 2007-02-25, 19:32
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I thought the same...

but it seems dark...

However I think LBA Prequel and Rebellion should add additional colors to the palette, right now I guess around 40 colors are identical in both of the games palettes.
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  #5  
Old 2007-02-25, 19:46
ChaosFish ChaosFish is offline
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It's only possible to replace existing palette colors, not to add additional ones. (I think)
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  #6  
Old 2007-02-25, 19:53
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It does not really have to do with that. Look at LBA2 palette, it's like 30 colors of purple or pink in the beginning.

Those we could assign to randomly colors, and then we can create more accurate LBA1 and 2 bricks/sprites/images etc.

Edit: Now I see why you said that. What I meant in my previous post was not to add but replace identical colors with others.
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  #7  
Old 2007-02-25, 19:56
ChaosFish ChaosFish is offline
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Maybe the many shades in the palettes are to enable shades in the game. Models has to have shadow effect to appear smooth.
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  #8  
Old 2007-02-25, 20:01
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000000FFFF00FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF

Is the beginning of LBA1 palette XD (16 first colors)

I mean identical like equal to, not "almost identical". "almost identical" colors are fine. I just got against these very same colors. I fucking hate those colors!!!!!

jk

edit: btw the "FFFFFF" are repeating itself at other places as well
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  #9  
Old 2007-02-25, 20:04
ChaosFish ChaosFish is offline
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weird...
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  #10  
Old 2007-02-25, 20:36
Gloss82 Gloss82 is offline
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Arrow I mean...

Oh, no! I think that LBA2 render sprites and 3d objects in 16M colours, and than compress this color space into 256 colors. I think that because:

1) Look at the model, which rendered with LBA2 Qt model viewer. We can't see 256 colors dots, because the model rendered in 16M or 32M colors. That's why LBA2 executable theoretycally can render all 3d models in more then 256 color space.

At the other hand there are pallete sprites like an flowers, or different doors, etc.

Now you can see what i mean
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  #11  
Old 2007-02-25, 20:39
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The LBA display engine/driver is the one limiting the display to 265 colors, I guess.
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  #12  
Old 2007-02-25, 21:12
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Quote:
That's why LBA2 executable theoretycally can render all 3d models in more then 256 color space.
That would require some super-duper nerd to make that to work!
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  #13  
Old 2007-02-26, 20:20
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the engine doesn't even have the mere concept of higher color depth than 256
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  #14  
Old 2007-03-01, 02:50
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*dreaming*

I've a felling Adeline Team could release a new version of LBA1 with better graphics for free when LBA3 came out , or at least give us better sources!
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  #15  
Old 2007-03-02, 02:37
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Its not as simple as hacking some bytes in the executable. The game is built upon a 256 entry palette, it would require a lot of recoding, theres probably a tonne of coded structs that limit to rendering 256 bits of color information.

If Superfroggy was here, he may be able to do it, but I think lbawin or a complete reverse engineer (or maybe quicker - rewrite) is the solution, but if it goes that far, why not do more than increase the palette anyway?
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  #16  
Old 2007-03-02, 04:42
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certain parts of the game rely on the pallete, for example the lightning
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  #17  
Old 2007-03-02, 11:34
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Indeed and doing a new implemetation of the engine hanging more than 256 colors will be hard todo and will need a total new implementation of the characters for example.
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