Covering several topics/questions.
i've noticed that the bmp colours aren't quite the in game colours
CSBwin translated the 0777 palette to a (currently) 16-bit palette.
I don't remember exactly how. I suspect it was by simply shifting
the bits to the left. At any rate, others may have done it slightly
differently and the color values could be off by 1 or 2. Maybe more
if we tried to make a 7 turn into a 31 rather than a 28, for example,
to make it as bright as possible.
is everything in the dungeon 'window' entirely limited to a 16 colour palette
That, my friend, was all the Atari had at any one time. Now, you
may ask "But when the viewport darkens how do they keep the
colors the same in the portrait area? Each has 16 colors, does it
not? That makes 32 colors. The answer? THe code counted the
scan lines as each frame was painted onto the screen by the
video chip/monitor. After the 30th line (or wherever the portraits
ended) they changed the palette setting in the video hardware.
Then again after the viewport was drawn and the text was about
to be sent to the monito (about line 170) the palette in the video
chip was changed again.
the last exe, 15mar, was it just basic fixes
Yes. I am just working on functionality now. No beautification
projects. However I am working to make some of the proposed
beautification possible.
The coord for 0,0 is this the top left of the screen
I call (0,0) the top left of the game screen. The flag would be
at (0,-15). The first pixel in the first portrait is at (0,0).
So your current assumption is correct.
here's a final comp of the layout and bits
In my view you have wasted too much real estate in the
portrait area. The text area has only 3 lines. And they are short
lines. Longer messages are going to have to be wrapped (I don't
know how to do that yet!!!! It will have to be done inside the
Atari program). But I am going to try to make things work in
a way that is configurable in config.txt and if we can pull off
your 'final' suggestion then it will probably be flexible enough
that people can modify it slightly if they prefer something a
bit different. Also, putting it in config.txt is a self-defense
mechanism to protect me from having to rewrite the whole thing
when you change your mind and want to move everything up
one pixel.
Another thing. You appear to have changed the font. In the
champion names. To a proportional font, no less. Did you mean
this? And the letters will have to be copied from the Atari screen
to the PPC screen. On the Atari screen the background is
a uniform color. In your example, the 'G's in GOTHMOG appear
to have part of the background included. It is not a uniformly
grey background. I had not planned any sort of transparency
although, upon reflection, I suppose it is not beyond the possible.
I would prefer not. I am working really hard to make the code
for all of this as efficient as possible. The older PPC are not
very fast and manipulating these pixels is very intense work for
the CPU. Transparency would add some more work. I would
like to avoid that to keep the game itself as snappy as possible.
The gameplay comes first in my mind.
And, by the way, don't expect any of this soon.