[Coco] Help with algorithm in assembly...

Mark McDougall markmcdougall42 at gmail.com
Wed Nov 2 18:37:58 EDT 2022


On 17/10/2022 9:58 pm, Lee via Coco wrote:

> Thanks! :)  I'm setting a palette that matches the default EGA 16-color
> palette pretty closely.  As for pre-converting the images, I could do that,
> and it certainly would make my life much easier, but the game I'm writing
> is a clone of an existing DOS game and I'd rather be able to drop the
> original game's data files in.  The original game's tiles are in planar
> format, so I'm loading/converting them in memory when the game starts.

I've done a number of game conversions from one platform to another and 
generally I pre-convert all the graphics data into a format more 
suitable to the target platform (in some cases - like the Neo Geo - it's 
essential because you only have ROM-based tiles).

My MO is to write a PC-based utility in C that rips the graphics 
directly from the original binary and does a number of things; generates 
1-byte-per-pixel C arrays (rotated if necessary) for easy conversion 
into multiple formats, and subsequent conversion to my current chosen 
target platform. It then renders the converted graphics on the PC for 
visual confirmation.

But I can see the attraction of your approach; being able to use the 
original graphics data is kinda nice, and the limited EGA palette makes 
it pretty straightforward in this case.

Looking forward to seeing what you come up with, sounds interesting!

Regards,

-- 
Mark McDougall
<http://retroports.blogspot.com.au>


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