AuthorTopic: Dark Souls GBC Demake  (Read 86755 times)

Offline Ai

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Re: Dark Souls GBC Demake

Reply #30 on: February 25, 2015, 08:53:19 am
I'm not aware of gba restrictions but cant u squeeze in some more colour per tile and such to enrich it a bit (while keeping an overall dull vibe).

GBA != GBC. GBC gets 4 colors per tile and 8 possible tile palettes, so squeezing more colors in is possible but rather nontrivial -- you'd have to get pretty clever with how you setup palettes and the designs you use for tiles. Taking some cues from DB32 palette, DB16 palette or Arne's 16color palette might be helpful.

(whereas GBA can support tiles of 16 or even 256 colors. Quite a different proposition.)

http://gameboy.mongenel.com/dmg/gbc_art.txt shows a lot of useful info. In response to your question Ryumaru, it seems to indicate that you get 8 palettes to display your tiles, but you can swap those out whenever you need to, most likely between levels/screens.
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Offline Decroded

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Re: Dark Souls GBC Demake

Reply #31 on: February 25, 2015, 09:10:21 am
oops mah bad :blind:

Offline Ryumaru

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Re: Dark Souls GBC Demake

Reply #32 on: February 25, 2015, 09:35:40 am
Decroded: Heh, yeah, there is no more squeezing. However, if I get what Ai is saying, I can have 8 palettes per area as opposed to 8 palettes in the entire game, so that certainly allows me to play a a bit more with stuff like the torchlight areas. I think what got me started with this Zelda ish perspective is I hate how the conventional 3/4 cant really show doorways and such on the sides of walls. Nevertheless I made a test mockup with the standard perspective in the prison cell, and I might adopt some of it into the boss room.

Ai: Thanks for posting that! Do you know anything about the sprites in particular? Can transparency be turned off of sprites to allow full coverage and 4 colors like in my menu? Also been wondering about movement, is it all purely tile based? I'm planning on building the boss in parts,and was wondering if animation could be done by moving those parts pixels at a time, or if it has to be "baked" so to speak into the individual sprites themselves.

Offline Ai

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Re: Dark Souls GBC Demake

Reply #33 on: February 25, 2015, 10:05:28 am
I'm far from a wizard with console stuff, I just know how to read technical specs, so anything I say here is just interpretation of what I've read. That said:

Full coverage 4c sprites? Not as far as I can tell, the 'window' layer is usually used for this (ie. you can build such a menu out of tiles, but not out of sprites)

You can place sprites at any position, but need to keep in mind there is a limitation of 10 sprites per scanline / 40 total onscreen. I speculate that they also have a fixed visual priority (drawn left to right, top to bottom). Someone specifically versed in GBC coding might be able to say for sure, but I'd suggest that actual GBC games would use a combination of real sprite movement, swapping sprites out, and other tricks (like the ability to flip sprites) to accomplish complex animation.

This is all taken/extrapolated from the link I gave.
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Offline Decroded

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Re: Dark Souls GBC Demake

Reply #34 on: February 25, 2015, 12:12:41 pm
I hate how the conventional 3/4 cant really show doorways and such on the sides of walls. Nevertheless I made a test mockup with the standard perspective in the prison cell, and I might adopt some of it into the boss room.


u can draw doorways and even doors at the top and bottom and u can certainly imply there are doorways on the sides but its annoying how u cant draw the door itself when it is affects gameplay such as the one on the left.
u might be able to get away with drawing the top and side of a door somehow but its awkward so yeah it seems like zelda view is necessary (evil  :lol:) here.

Offline Probo

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Re: Dark Souls GBC Demake

Reply #35 on: February 25, 2015, 01:06:38 pm
well youve really nailed the look, it shouted dark souls at me as soon as i saw it :D and the perspective looks great  :y:

Offline Kazuya Mochu

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Re: Dark Souls GBC Demake

Reply #36 on: February 25, 2015, 01:39:08 pm
What will happen to the player when moving through that room with the perspective? will he be seen from full top view?
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Offline rikfuzz

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Re: Dark Souls GBC Demake

Reply #37 on: February 25, 2015, 01:55:22 pm
Love this!

Here's a sort of middle-ground between the two perspectives:

In the image on the right, the south/east/west walls are a third smaller than the north one. 
(Just scaled as a test, and not cleaned up, but you get the idea, worth experimenting with I think). 

Offline Ryumaru

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Re: Dark Souls GBC Demake

Reply #38 on: February 26, 2015, 12:17:19 am
Decroded: The good thing is I can bend things however I wish as long as it fits the restrictions >:D so I think I will make the north wall more traditionally 3/4ths so that the door can be more impressive, as I think that will do a lot to get the feel of the original game.
Probo: thanks :D
Kazuya Mochu: Thats one of the "problems" as the character wouldn't change. I'm fine with a little bit of perspective bending, but the boss room will be receiving a bit of a make over.
rikifuzz: Thanks! Yep I like where that example is going; getting the best of both worlds.

In other news, I made this cutscene image of Oscar all with sprite palettes, forgtting about the 40 sprites on screen at a time, heh. I've zeroed in on the ones that " have" to be tiles ( the light rays could potentially be tiles that swap for animation, but would lose their transparency which is most of the point) and counted 34. Just enough to also show the character sprite. Will have do some work to make it fit. It's a fun challenge  :crazy:



Offline hawken

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Re: Dark Souls GBC Demake

Reply #39 on: February 26, 2015, 02:13:10 am
However, if I get what Ai is saying, I can have 8 palettes per area as opposed to 8 palettes in the entire game, so that certainly allows me to play a a bit more with stuff like the torchlight areas.

On the GBC you get 8 palettes of 4 colours for the tile layer, and another set of 8 for the sprite layer. These palettes can be changed freely during run time, for fades, effects etc. from the 32k colours it can display. (15 bit)

Can transparency be turned off of sprites to allow full coverage and 4 colors like in my menu?

Transparency is part of the PPU on the sprite layer so can't be turned off AFAIK. On the upside, the tile layer has no forced shared colour so you may use 4 individual colours per palette.

Also been wondering about movement, is it all purely tile based? I'm planning on building the boss in parts,and was wondering if animation could be done by moving those parts pixels at a time, or if it has to be "baked" so to speak into the individual sprites themselves.

Tile slots can only change tile data. Of course this can be animated tiles to give the illusion of smooth movement. Anything on the sprite layer can be moved freely.
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