Sega Saturn Development > General Jo Engine Help

Trouble with 4 Bits CLUT conversion header image

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SaturnTeam:
I was wondering what graphics program people use with XL2's converter program? I tried Pixelmator, which is what I normally use. However, that automatically uses RLE compression. I then used Gimp, which says it is exporting the TGA file without RLE. When I do the conversion in the program, it comes up as RLE: 2, and in the H file, the string numbers start with 0 and and end with 0. In my game, the H file graphic either shows up as a black, transparent, or non-existent square.

ponut64:
RLE: 2 is the correct factor of RLE in the converter.
In any case I use Paint.NET.

SaturnTeam:
Okay. I'll keep looking into it.

SaturnTeam:
I've spent quite a bit of time trying to figure this out. I was really surprised that it didn't work like in the demo. I think it must be because my game is a shooter with different depth sprites, transparencies, and moving background. So I'm using a 4 color 8-bit image for the H file. It has no transparency, and I've turned that off in the code. It shows up above everything else on the screen as a "transparent" square. My flying ship goes under the square and is hidden by it. The enemy ships do the same. The square shows the background inside of itself, rather than the image it's supposed to be showing. I've tried playing with the depth of the image, but that doesn't do anything. I'm wondering if this has to do with the

--- Code: ---
pos[S]=65536 or 0x1f8
--- End code ---
parts of the code. I'm thinking that the image is getting sorted incorrectly. Any ideas?

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