I had the transparent color in the first slot of the palette and the last five slots. I turned the last five slots to black, 0 0 0, manually with notepad then applied a few to test with Ifran:
6A5E8A2D.3.png (54.09 KiB) Viewed 5123 times
Looking good. IMO
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I should have the entire 8bit conversion finished sometime tomorrow, I reckon. It's still very slow on that level, 2, but that's probably because my palettes still need tweaking and my audio needs converted.
I messed around a little with wav2bor. Seems easy enough to get a conversion with audio that's already 22k-16b wav but wavs that are not have to be converted externally so I'm working on figuring that out.
I also have a folder of .ogg's to deal with. I assume convert those to 22k-16b mono wav's then to bors as well.
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I'm off to find a conversion program for the audio now. Thanks again everyone.
Wav 2 bor is for main music only the ogg files it does not need to be low qualty bor format for music is using on the dreamcast engine direct to acia hardware ogg has to use software and conversion to play
This still might not speed up level 2 is it's very bad design the files are massive far out what the engine should do
example
Only use bor format for main sound track not sound effects
convert ogg to wav then use the wav to bor for full quality music
music data/music/TC_champions.bor
Db power amp can do batch and is right click menu for converting all these been using it since 2002
simple video to show how to convert ogg to bor which is adpc direct to the acia
DB power amp is free to use the parts you need to can convert just about anything can use all cores and is right click menu
Perfect!
I just need a little time to clean up the mess I made trying to figure it out on my own prior to your post about db poweramp. I had used audacity and thought I needed them in mono too, so a good portion of my oggs were converted improperly but I have since acquired db poweramp and done a few conversions with it as per the video. I have a different wav2bor. It may not be doing the exact same stuff or maybe it's just a bit more automated. I'm gonna share mine, I can't remember where I picked it up, I seem to have downloaded several versions of wav2bor actually.
With this, one simply places the .wav's in the folder "files" and then runs the wav to bor bat and it'll spit out the same filename in .bor format in the "files" folder. Does multiples at once too. If you tell me it's good to use, that's great, but if it's not I can use the more manual wav2bor, no bigs.
So, at the moment when I make the cdi I actually have no sound, but, I am pretty sure that's because my current .bors are made from a mix of the audacity mono 22khz-16bit ogg-to-wav converts, and db power 22k-16b stereo ogg-to-wav converts done by me, and the tc-champions you uploaded. I'm sure once I do all the oggs properly with db in stereo and manual wav2bor the wavs into bors as per the video music will be back. In the meantime I can certainly report I got good frames in level 2 which I think means once properly converted I'll have decent speed through level 2.
I'm off to clean up. My palette is a mess atm because I've only attributed the one that seems to be working to a images for testing, so, time to go about applying that pal to all of them and my audio needs scrapped and re-converted. Not really a huge big task, with any luck I'll be seeing level 3 today!
Ian Micheal wrote:
massive.png
Panel size should never be this big pc or dc
Noted, and this brings up a subject I been meaning to ask.
When I look at tcats's sprites and stuff like that I see a lot, just a ton, of un-used space in the images. I've been wondering if less image itself would equate to more speed? If I got rid of all the extra background would that help me out?
Example
Uncropped:
jackalman07.gif (1.26 KiB) Viewed 5045 times
Cropped:
jackalman07 - Copy.gif (1.2 KiB) Viewed 5045 times
Just a bunch of unused space.
Once I get the palette totally adjusted and the audio converted I already knew I'd be doing some image editing because some of those splashes could use tinkering too. so resizing or cropping is no big deal. He has a ton of splash screens so one or two of them changed over to reflect dreambor or some such won't hurt Merso. I was going to use your and dub's examples as sort of a template. So on my release version you should see a panel the same size as the panels I find in splatter, one piece, or double dragon as I have them all opened up and easy to look through.
Ian Micheal wrote:
Panel size should never be this big pc or dc
When I look at tcats's sprites and stuff like that I see a lot, just a ton, of un-used space in the images. I've been wondering if less image itself would equate to more speed? If I got rid of all the extra background would that help me out?
Yes and no, because reading the openbor forums they said that the engine is so well coded from source that has the faculty to optimize the assets in game, no matter how wasted space exist, the engine itself cut the unused space with the background color.
Altought it only affects the file size, you can leave those images as it because the next problem would be to correct their axis;
think of it as a lazy creator workaround by having big wastefull images but correct aligned each other.
__
And talking about lazy big images, i recommend you to cut those horrible "one picture complete stage" into pieces;
heck, in a perfect world those stages could be done with small sprites or tilesets but in lazy bor world they fit the entire set in one hit.
Just separate or cut the image in small chunks no more than 26
(because there could be only 26 different panels in openbor -named from A to Z acording to the manual-)
The same awfull panel stage then could be reimplemented writing it abcdefghi....
depending how many chunks are and you can repeat letters according to the same manual, but avoiding to write big big gibberish stages.
Ian Micheal wrote:
Panel size should never be this big pc or dc
When I look at tcats's sprites and stuff like that I see a lot, just a ton, of un-used space in the images. I've been wondering if less image itself would equate to more speed? If I got rid of all the extra background would that help me out?
Yes and no, because reading the openbor forums they said that the engine is so well coded from source that has the faculty to optimize the assets in game, no matter how wasted space exist, the engine itself cut the unused space with the background color.
Altought it only affects the file size, you can leave those images as it because the next problem would be to correct their axis;
think of it as a lazy creator workaround by having big wastefull images but correct aligned each other.
__
And talking about lazy big images, i recommend you to cut those horrible "one picture complete stage" into pieces;
heck, in a perfect world those stages could be done with small sprites or tilesets but in lazy bor world they fit the entire set in one hit.
Just separate or cut the image in small chunks no more than 26
(because there could be only 26 different panels in openbor -named from A to Z acording to the manual-)
The same awfull panel stage then could be reimplemented writing it abcdefghi....
depending how many chunks are and you can repeat letters according to the same manual, but avoiding to write big big gibberish stages.
Will do! Is it a the more the merrier kind of thing? Should I try for 26 panels or just cut it up a bit, say 4 or 5 sections? Or is it another trial and error situation?
Bor format is just for the main sound track nothing else leave all the other wavs.. I included one ogg converted correct for the first level sound effects leave the way they where... The wav2bor i included does stereo and compiled to work on windows 64bit.. there is no more then 10 sound track files so not really need a batch convert for that.. I know mine works as all mine i have used to do what i show in the video..
Only replace the ogg files the rest can stay . Just this panel size it be fast and not run out of ram
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