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32K colors / image resolution #1

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dial-888 opened this issue Jun 8, 2017 · 5 comments
Open

32K colors / image resolution #1

dial-888 opened this issue Jun 8, 2017 · 5 comments

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@dial-888
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dial-888 commented Jun 8, 2017

Interesting project, I hope you bring it to the final stage.
About issues:
Is 32K color mode work in vn32x-portable-0.2.0 ? I assumed that the resolution of the pictures (320x202) that were attached in the SCRIPT folder is related to the capabilities of the 32X [320×204 "direct color" mode: 32,768 simultaneous colors on screen; each pixel is the color value (limits screen size)], but my 320x202-15bit-colors picture was reduced in colors anyway.
320x202_15bit
generated000

Guess I can't just use a raw ren'py script without first making some changes, since I was able to successfully generate the ROM from the simplest script, with one picture and one line of the text (more complex variations did not work out).

I'm not a programmer, so a tutorial/guide with examples from you would be very helpful, and not only for me, probably.

@haroldo-ok
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haroldo-ok commented Jun 8, 2017

Hello, and thanks for your interest;

  • The game is currently using the 32K color mode but, for some reason, I couldn't get sixpack's d15 format to work correctly, so the current version of vn32x only supports 256 color images; I planned to implement proper support for 32K color images in the future, either through sixpack or through a custom converter, if everything fails;
  • Currently, only a very tiny subset of Ren'py commands is implemented; I planned to implement an slightly bigger subset, even some partial support for Python commands, but still didn't get the time to do it; for reference, the example script uses everything that has been implemented so far; not much, but enough for a very basic visual novel;
  • Documentation and tutorials would indeed be a very good idea.

@dial-888
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dial-888 commented Jun 9, 2017

OK, I get it.
Is it possible to add support for images with 320x224 or 320x240 resolutions and 256 colors (to be able to save some space in ROM)?

@haroldo-ok
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I guess so; instead of calling sixpack directly, the makefile could call a script that would check the image's color depth, and then call the appropriate sixpack commandline.
Alternately, maybe it could rely on sufixes to the filename, like, for example, image1.8bpp.png or image2.15bpp.png

@dial-888
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It's wonderful, I hope you do not abandon this project.

@haroldo-ok
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Thanks for the interest; I hope to find some time to work on it. ;)

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