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#26
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Quote:
Because of that I saw that I need to disabled this 1x1 images in the spriraw.hqr too ![]()
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LBA2Remake v0.4.0 released - open source re-implementation of the LBA 2 original engine for the web. [Play on Browser]|[Changes]|[Github] The Sacred Carrot website |
#27
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- alexfont: Also, you should think about an option to import bitmaps as sprites. If you want, we can co-operate on it together. Thus, we would be able to import something into those 1x1 sprites, making them real sprites. Also, you should think about a conversion option, with many variants, like:
LBA 1 SPRITE -> LBA 1 BRICK and vice-versa, LBA 2 SPRITE -> LBA 2 BRICK and vice-versa, LBA 1 SPRITE -> LBA 2 BRICK and vice-versa, LBA 2 SPRITE -> LBA 1 BRICK and vice-versa. There are thus 8 possibilites. If you want, we can co-operate on this, too. What do you think?
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#28
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I think this convertions you discribe ins't important. Sprite and Bricks use the same format but the sprites just have 8 bytes more with useless (for us) informations.
The bitmap one its importante but not just for sprite. I was thinking a way that people could make is own bitmap and convert for any type of LBA special images but I didn't get it work yet. I first need to learn how can I take the palette from bitmaps and convert it to LBA ones. Also I need to make the image load code diferent, I'm making pixel by pixel and ins't the best way to do it.
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LBA2Remake v0.4.0 released - open source re-implementation of the LBA 2 original engine for the web. [Play on Browser]|[Changes]|[Github] The Sacred Carrot website |
#29
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Quote:
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#30
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I need to convert the image palette. The images people could do can have different colours that LBA1&2 palette haven't. Its like the images in the Ress resource. All images use diferent palettes.
Its possible open the images in diferent way I'm doing. El Muerte do that with his LBA Viewer. That way is really fast because its like open an bitmap. But the image gets diferent widht (original width/2) and I couldn't export the palette for the bitmap one. I'll try to take a look at the code again, I'll reply as soon as possible about you help ![]()
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LBA2Remake v0.4.0 released - open source re-implementation of the LBA 2 original engine for the web. [Play on Browser]|[Changes]|[Github] The Sacred Carrot website |
#31
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- alexfont: Why to convert the palette with your program, if already PSP can do it?
![]()
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Join #doki-doki on irc.ringoflightning.net for some nice chit-chat about anime, manga, and other aspects of Japanese culture now! Last edited by Battler; 2004-11-11 at 15:39. Reason: A wrong smiley... |
#32
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And about the people that don't use PSP, like me?
Its a little weird people need to open another program just to get the palette...
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LBA2Remake v0.4.0 released - open source re-implementation of the LBA 2 original engine for the web. [Play on Browser]|[Changes]|[Github] The Sacred Carrot website |
#33
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- alexfont: Then, do this:
1. Get the number of colors, that the image is saved in (16, 256, 65536, or 16777216). 2. For 4-bit: just convert to 8-bit. 3. For 8-bit: get the image's palette. Then, get the colors pixel-by-pixel. For each pixel, get the color, and find the nearest matching color in the LBA 1/2 palette, and write down its index number in the converted image. 4. For 16-, 24-, and 32-bit: get the colors pixel-by-pixel. Each pixel is stored as 3 color values (actually 16-bit images don't even exist). Then, find the nearest matching color in the LBA 1/2 palette, and write down its index number in the converted image. For the matches: It should be: Difference between each color (R,G,B) in the original and the LBA 1/2 color should be minimal. Find the one, who has all three differences the smallest. I hope you understood, what I wrote.
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#34
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Yes I understand, thanks.
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LBA2Remake v0.4.0 released - open source re-implementation of the LBA 2 original engine for the web. [Play on Browser]|[Changes]|[Github] The Sacred Carrot website |
#35
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For ripping a palette from bmp I can attach bmp specification for you.
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Emerald Moon Base projects: Little Big Architect v 1.2, Package Editor - v 0.11+, Text Editor 2 - v 2.3, Font Editor - v 2.03+ Technical stuff: LBA File Information Project LBA Prequel: The forum topic |
#36
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- Zink: none of the current LBA games reads the lim+pal files. You have to convert the palette. Also, for 16-bit an above, I already wrote, how to do it.
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#37
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Quote:
![]()
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LBA2Remake v0.4.0 released - open source re-implementation of the LBA 2 original engine for the web. [Play on Browser]|[Changes]|[Github] The Sacred Carrot website |
#38
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- alexfont: Me second.
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#39
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Quote:
![]()
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LBA2Remake v0.4.0 released - open source re-implementation of the LBA 2 original engine for the web. [Play on Browser]|[Changes]|[Github] The Sacred Carrot website |
#40
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Whoah, I overlooked your replies, sorry. Here's the specification.
Quote:
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Emerald Moon Base projects: Little Big Architect v 1.2, Package Editor - v 0.11+, Text Editor 2 - v 2.3, Font Editor - v 2.03+ Technical stuff: LBA File Information Project LBA Prequel: The forum topic |
#41
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Now I have the code optimized, the images open fast. The only thing is missing yet its to import the palette for Bitmap.
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LBA2Remake v0.4.0 released - open source re-implementation of the LBA 2 original engine for the web. [Play on Browser]|[Changes]|[Github] The Sacred Carrot website |
#42
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Ok, I've already did the code to import the palette for bitmap.
But the first image I open doens't have the palette and don't know why :/ When I reload the image again it display right. Any ideas?
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LBA2Remake v0.4.0 released - open source re-implementation of the LBA 2 original engine for the web. [Play on Browser]|[Changes]|[Github] The Sacred Carrot website |
#43
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It may have 16 or 24 bit colour, such bitmaps doesn't have palette included.
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Emerald Moon Base projects: Little Big Architect v 1.2, Package Editor - v 0.11+, Text Editor 2 - v 2.3, Font Editor - v 2.03+ Technical stuff: LBA File Information Project LBA Prequel: The forum topic |
#44
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- Zink: In LBA 2 and LBA 1, all images are in 256 colors. Games in 16-bit, 24-bit, and 32-bit color graphics are a rather recent appearance.
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#45
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I'm creating an 8bit Bitmap but didn't put the pixel format in this bitmap when the program start. I put it inside the routine :S
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LBA2Remake v0.4.0 released - open source re-implementation of the LBA 2 original engine for the web. [Play on Browser]|[Changes]|[Github] The Sacred Carrot website |
#46
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- alexfont: So... when will the next version be out?
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#47
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Probably this weekend but I can't promise...
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LBA2Remake v0.4.0 released - open source re-implementation of the LBA 2 original engine for the web. [Play on Browser]|[Changes]|[Github] The Sacred Carrot website |
#48
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OBrasilo => I thought he was going to load a "normal" bitmap, not the one from the game.
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Emerald Moon Base projects: Little Big Architect v 1.2, Package Editor - v 0.11+, Text Editor 2 - v 2.3, Font Editor - v 2.03+ Technical stuff: LBA File Information Project LBA Prequel: The forum topic |
#49
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Why doesnt ANYONE post some screenshots of their really really great programs?!
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Make lot deadlines; hold them alive Last edited by CrazyBee; Today at 21:01. Reason: (BAD ENGLISH) |
#50
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Well, I think people could easly try the program, but here's some LBA Screen Viewer screenies:
![]() (Main program window) ![]() (With LBA2 screen.hqr file opened in the 8th entrie) ![]() (With LBA1 sprite.hqr file opened in the 54th entrie) ![]() (Single *.lim and *.pal opened. Also you can see some image options) ![]() (An imported *.jpg image. Also you can see some palette options) I hope you like it ![]()
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LBA2Remake v0.4.0 released - open source re-implementation of the LBA 2 original engine for the web. [Play on Browser]|[Changes]|[Github] The Sacred Carrot website |
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export feature in the LBA 3D Object Viewer | Quetch | LBA Modifications - General | 20 | 2006-08-08 19:53 |
I deciphered both LBA 1 and LBA 2 scene format!!!! | Battler | LBA Modifications - General | 28 | 2004-08-15 16:31 |