1. SOC color problems
- Posted by Lewis Townsend <keroltarr at HOTMAIL.COM> Feb 26, 1999
- 435 views
- Last edited Feb 27, 1999
Hello Everyone, I am trying to convert my SOC game to use Niel. To do this I decided that instead of reading the sprites from a bmp file and rotating them every time the program started, I would write a program that read the bmp, rotated the sprites and wrote them into a larger bmp. I finally got it working but it causes some wierd color distortion. Every thing looks fine until after I save the bmp file. When I read from the file and display to the screen however, There is a bunch of vertical 1pixel wide lines covering a square aoround each sprite. From what I can tell, the lines are color 1 and before they appeared, they WERE NOT color 1. I would think it was a bug in the save_bitmap routine except that the colored square is rotated the right amount for each sprite. This means the bug could be ANYWHERE in my program and may have something to do with the rotate routines or with the palette routines by David Cuny that I use. If anyone is interested in helping me with this, let me know and I will send you the file because I'm sure I didn't explain it all well enough. Sincerely, Lewis Townsend ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com
2. Re: SOC color problems
- Posted by Ralf Nieuwenhuijsen <nieuwen at XS4ALL.NL> Feb 27, 1999
- 426 views
>Hello Everyone, > >I am trying to convert my SOC game to use Niel. To do this I decided >that instead of reading the sprites from a bmp file and rotating them >every time the program started, I would write a program that read the >bmp, rotated the sprites and wrote them into a larger bmp. I finally got >it working but it causes some wierd color distortion. Every thing looks >fine until after I save the bmp file. When I read from the file and >display to the screen however, There is a bunch of vertical 1pixel wide >lines covering a square aoround each sprite. From what I can tell, the >lines are color 1 and before they appeared, they WERE NOT color 1. I >would think it was a bug in the save_bitmap routine except that the >colored square is rotated the right amount for each sprite. This means >the bug could be ANYWHERE in my program and may have something to do >with the rotate routines or with the palette routines by David Cuny that >I use. If anyone is interested in helping me with this, let me know and >I will send you the file because I'm sure I didn't explain it all well >enough. There might indeed be a palette issue, since Neil manages the palette itself. Or the problem could lie in the use of load_bitmap () that you must have used. But actually I expect to find it in the turning of the bitmap. In the high color modes, one pixel uses *more* than one byte. You can't just turn them around. Weird things will happen. Send me the code and I will try to find it. Ralf