have to set it to
colourdepth 8bit not colourdepth 16bit
this why it's slow and you see if your conversions are correct when you do
Unless you change this in video.txt your still running 16bit pal no matter about what you do with the other files..
Re: Super ThunderCats: The Lost Eye of Thundera -BOR on DC
Posted: Sat Oct 02, 2021 6:29 pm
by Ian Micheal
Pal is not correct you need to use infraview to do so what i was talking about
Also all music needs converting to bor music format ogg slows this by 15%
Can i fix all this yes but it's 8 to 10 hours more work
You never changed the video mode to 8bit pal so you could not see the pal you changed to the files does not work
Video below link
correct pal convert the music it would be fullspeed I understand it hard to look thru all the stuff i post but you cant use ogg music it takes massive amount of time on the dreamcast cpu that's the jerk for one on the 8bit pal video mode
Check the ones i proper converted the 5 you see can open any of those files I might need to fix the first stage for you so you can follow on..
Re: Super ThunderCats: The Lost Eye of Thundera -BOR on DC
Posted: Sat Oct 02, 2021 6:46 pm
by Ian Micheal
20 mins till this point Need to use the program i said open import the pal i provided below then go to apply then save each and every file
I have other projects I'm working sorry i cant speed the next 5 days fixing this game.. that's what it would take me to do it like the others..
all music needs to be converted to bor included tool below need to converted ogg to wav then use the tool it's just a batch file
wav2bor.exe sample.wav blahbla.bor
need then to change the txt files to the name.ogg to name.bor this takes 15% load of the cpu
Included pal is just fast not correct sorry just showing it for demo from the past video above..
You can see now why I have only done 5 correct .. Plus the fact I'm the dev for the engine,..
Looks like i need to do big guide on how to do all this one time with videos but the lack of interest in things is why i never have..
Pretty much unless it's 3D has no interest on the Dreamcast
Re: Super ThunderCats: The Lost Eye of Thundera -BOR on DC
Posted: Sat Oct 02, 2021 7:04 pm
by Ian Micheal
Dont use the pal above it was just example i have to find out from the 16bit pal the right colours to use which takes a lot of time .. To get just right..
Re: Super ThunderCats: The Lost Eye of Thundera -BOR on DC
Posted: Sat Oct 02, 2021 8:01 pm
by marchegiano
Ian Micheal wrote:Pal is not correct you need to use infraview to do so what i was talking about
Also all music needs converting to bor music format ogg slows this by 15%
Can i fix all this yes but it's 8 to 10 hours more work
You never changed the video mode to 8bit pal so you could not see the pal you changed to the files does not work
Video below link
correct pal convert the music it would be fullspeed I understand it hard to look thru all the stuff i post but you cant use ogg music it takes massive amount of time on the dreamcast cpu that's the jerk for one on the 8bit pal video mode
Check the ones i proper converted the 5 you see can open any of those files I might need to fix the first stage for you so you can follow on..
I uploaded the zip before I read the advice on the video.txt. I promise I changed it right away actually.
I appreciate the work you put in! The pals i'm still not totally clear about apparently. I think at this point I should explain myself.
I am using IrfanView. I reckon my issue is a bit of a new program to me and a bit of misunderstanding what things mean. If I'm going to be making the images into 8bit I thought my first step would be learning how to get Irfan to show me the bits first. How to see if an image is 32,16,8,4 whatever. So I looked around and quickly found image/information/original and current color depth. There is says "256 (8 BitsPerPixel)" on the unaltered versions of the images. So I converted them to gif and checked again, same thing. So I assumed, hey, this is not the most graphical game, it must already be in 8bit. I didn't give up or see it as a way to skip learning that process, I just figured since it's 8 bit I could make it 4 bit.
So, I think, everything I am doing must be wrong. How I check the bits of a palette must be wrong, how I've changed the bits of a palette must also be wrong also. I did export some pals, and I thought I had made them into 4bit pals but I guess they're actually 16bit pals with 4bit colordepth? Obviously I don't really know. When I exported pals I opened them with ++ and changed the 256 line to 16 then deleted the 000 from the 20th line to the end of the file.
I'm guessing that's not right to do either because 256 is 8 bit. so if the palette is actually 16 bit and I'm mucking with 256 to make it 16color/4bit then I must be messing with something in the palette but not the palette itself...right?
I don't want to frustrate you with my stupid, but, I just don't understand what I'm meant to be doing. How do I see if an image is 16 or 8 bit?Then once I can recognize a need to drop to 8-bit I get I'm meant to export the palette but what is it I am meant to do to make it 8bit? Clearly everything I thought was confirmation and progress was just me still figuring out your original instructions.
I'll compare mine with yours and take a real close look at dub's one piece too. I might crack open some of your borcdi, which are gorgeous, and take a look around them too. I don't want to upset anyone because I'm too stupid to follow direction, I am trying to. I'm sure you explained it a few times. Something's just not clicking. I'll get it eventually. If your confident everything I need to know is explained then it might take me a while to understand, but I will get there eventually and there's no need to frustrate yourself trying to explain the same thing over and over again. I know I'd be frustrated, so, sorry for that bud, I just thought I was getting it when clearly I was not.
Re: Super ThunderCats: The Lost Eye of Thundera -BOR on DC
Posted: Sat Oct 02, 2021 8:48 pm
by Ian Micheal
your fine for sure it's confusing to get working first find a image working in the game or take one from mine dump the pal then apply it finding the right colors is done to trial and error ..
Splatter house is good to look at that was 16bit pal i might of even included the pal file not sure .. I'm not a good teacher is the problem lol
when you get it right the game will look just the same as the 16bit pal this is only what i do sure someone out there has a better way..
Re: Super ThunderCats: The Lost Eye of Thundera -BOR on DC
Posted: Sat Oct 02, 2021 9:17 pm
by Ian Micheal
Going to have to start from the start i find the right pal and do the video
Re: Super ThunderCats: The Lost Eye of Thundera -BOR on DC
Posted: Sat Oct 02, 2021 9:34 pm
by Dakangel
marchegiano wrote:I think, everything I am doing must be wrong. How I check the bits of a palette must be wrong, how I've changed the bits of a palette must also be wrong also. I did export some pals, and I thought I had made them into 4bit pals but I guess they're actually 16bit pals with 4bit colordepth? Obviously I don't really know. When I exported pals I opened them with ++ and changed the 256 line to 16 then deleted the 000 from the 20th line to the end of the file.
....
I'm guessing that's not right to do either because 256 is 8 bit. so if the palette is actually 16 bit and I'm mucking with 256 to make it 16color/4bit then I must be messing with something in the palette but not the palette itself...right?
Let me explain you how the palettes work with the openbor engine:
32bit color depth.-
or true color, the same as your current pc desktop with millions of colours and no need for palettes, every image can have a wide range of colors and true alpha transparency.
This is the most beautifull yet the equally most cpu and memory consuming mode in the console, functional but not recommended.
16bit color depth.-
or high color, in this mode every image can have its own palette (8bit 256 colors) its used to create palettes for each entity and / or stage separately from the others;
this is the most recommended mode for paletted games but altought that, it still have inconveniences with the console memory and cpu, not so big as the 32bit mode but still is some slow.
8bit color depth.-
paletted games, in this mode ALL the game assets (entities and scenarios) must share an unique global 256 color palette, this was the first method to create the modules and the most fast and less consuming for the console,
the downside is that you must be very smart and practical to organize the colors of the palette;
usually for practicity the first 128 colors were used for the scenary and extra entities and the rest 128 were purely for the player entities but is not mandatory.
You can have various global palettes to interchange in the game but those must be wiselly used.
4bit color depth.-
this mode was / is /will never supported by the engine, as you can create 8bit palletes with less than 256 util colors.
Re: Super ThunderCats: The Lost Eye of Thundera -BOR on DC
Posted: Sat Oct 02, 2021 10:11 pm
by Ian Micheal
Dakangel wrote:
marchegiano wrote:I think, everything I am doing must be wrong. How I check the bits of a palette must be wrong, how I've changed the bits of a palette must also be wrong also. I did export some pals, and I thought I had made them into 4bit pals but I guess they're actually 16bit pals with 4bit colordepth? Obviously I don't really know. When I exported pals I opened them with ++ and changed the 256 line to 16 then deleted the 000 from the 20th line to the end of the file.
....
I'm guessing that's not right to do either because 256 is 8 bit. so if the palette is actually 16 bit and I'm mucking with 256 to make it 16color/4bit then I must be messing with something in the palette but not the palette itself...right?
Let me explain you how the palettes work with the openbor engine:
32bit color depth.-
or true color, the same as your current pc desktop with millions of colours and no need for palettes, every image can have a wide range of colors and true alpha transparency.
This is the most beautifull yet the equally most cpu and memory consuming mode in the console, functional but not recommended.
16bit color depth.-
or high color, in this mode every image can have its own palette (8bit 256 colors) its used to create palettes for each entity and / or stage separately from the others;
this is the most recommended mode for paletted games but altought that, it still have inconveniences with the console memory and cpu, not so big as the 32bit mode but still is some slow.
8bit color depth.-
paletted games, in this mode ALL the game assets (entities and scenarios) must share an unique global 256 color palette, this was the first method to create the modules and the most fast and less consuming for the console,
the downside is that you must be very smart and practical to organize the colors of the palette;
usually for practicity the first 128 colors were used for the scenary and extra entities and the rest 128 were purely for the player entities but is not mandatory.
You can have various global palettes to interchange in the game but those must be wiselly used.
4bit color depth.-
this mode was / is /will never supported by the engine, as you can create 8bit palletes with less than 256 util colors.
Very well explained thank you .. much harder to do and convert this game as it was 32bit pal
Re: Super ThunderCats: The Lost Eye of Thundera -BOR on DC
Posted: Sat Oct 02, 2021 10:17 pm
by Ian Micheal
16 and 32 pal i added to dreamcast but there useless for this console it's why they drop all support for dreamcast
almost got the sky layers working now
another note you have to remove this pal.act in the data folder then it will use the pal of the first loaded file we need to do this or it will never work
by default dreambor will use the palette of the first image declared in the model/entit