Ideally, you'd want WHACK to not blend power pink with the fading color when creating the projected bitmaps. Or at least
I would.
Fortunately, with the source available, all it takes is time and dedication to turn WHACK into a more competent piece of software. Sophia wouldn't be distributing the source along with the execuable if she didn't want people to modify it, right?
If I had the time and inclination, here's what I would do:
- Exclude power pink pixels from being faded.
- Include an option to tile the floor and ceiling bitmaps to the play squares exactly.
- Offer the option to output floor and / or ceiling tiles separately for each square, thus making the creation of flat, horizontal flooritems less painful.
- Increase the allowed resolution of input bitmaps by a factor of 4 of each side, and that of output bitmaps by 2 on each side, so that graphics can be generated for a screen resolution of 1280x960, with the output being somewhat clean.
- Include a blending algorithm to clean up output bitmaps and get rid of jagged edges.
- Add "depth" bitmaps to make the creation of bas-relief possible. This requires rewriting the bitmap generation algorithm to make it draw all output bitmaps from back to front.
Darn, I should have posted this yesterday, and said I had done it already. There was some potential for rickrolling there. Oh well, insight is 20/20.
