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Full Version: Patching extra functionality into <gamemd.exe>
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yeah, thus being mixed by inner and outer spread
don't you think it's possible to clone the central line a couple of times to make it be wider?
probably would require some calculations for the line ends...
can you tell me where the line drawing code actually lies?
In 005509F0hSmile
00550A0Dh - 00550B24h Init this variables.
Function at 00550F44h is DSurface:Big GrinrawLine.
I "play" with it ...in debuggerLOLLOLLOL
Maybe be useless, but the tesla one is cool Tongue And I personly would like the double beam one Smile
What you think about 16-Bit color SHP files?
I have some info how done thisWink
That sounds... awsome!
CnCVK Wrote:What you think about 16-Bit color SHP files?
I have some info how done thisWink

Its certainly interesting, but if you change that what will happen to the current 8-bit ones, im assuming of course they will still work but won't whole new palletes need to be made with more colours which will then mess up all the SHP's that use 8-bit palletes?
if you were able to make them 16-bit, isn't it possible to make them 24-bit directly?
RGB SHPs would certainly solve every artist's problems Tongue

sounds good anyways (65535 colors... hell...) Smile
@PD Think before post, pls!
YR use 16-bit color modeSmile
24 -> 16 rather slow conversion.
Use FPU to divide 24 color to 16 bit?
Quote:Its certainly interesting, but if you change that what will happen to the current 8-bit ones, im assuming of course they will still work but won't whole new palletes need to be made with more colours which will then mess up all the SHP's that use 8-bit palletes?
All old SHP files will work good.
New SHP format (for example):
Special flags field:
10000000b
\ ...........
.\...........
..\_If this bit is set this SHP - 16 bit
00000011b
\.........\.\.
.\.........\_\_Check this bits
..\_Bit not set - it's old shp file
BTW, 16 bit shps can be faster than 8bit with paletteWink
CnCVK Wrote:@PD Think before post, pls!
YR use 16-bit color modeSmile
24 -> 16 rather slow conversion.
Use FPU to divide 24 color to 16 bit?
Quote:Its certainly interesting, but if you change that what will happen to the current 8-bit ones, im assuming of course they will still work but won't whole new palletes need to be made with more colours which will then mess up all the SHP's that use 8-bit palletes?
All old SHP files will work good.
New SHP format (for example):
Special flags field:
10000000b
\ ...........
.\...........
..\_If this bit is set this SHP - 16 bit
00000011b
\.........\.\.
.\.........\_\_Check this bits
..\_Bit not set - it's old shp file
BTW, 16 bit shps can be faster than 8bit with paletteWink

Bon't wont the 16-bit SHP's need 16-bit palettes to display correctly?
No.
It's not need any palette at all Smile
00000 000000 00000b
R.....G......B
5 bits red color
5 bits blue color
6 bits green color
Ok, then i fully approve of the idea, you may now continue with my full permission.
What about the convertion side of it? I beleve SHPs are saved with palette info rather then colors...
problem i see is, there is nothing to encode 16-bit SHPs
could use PCX files for single frame, but what about animations?
Quote:problem i see is, there is nothing to encode 16-bit SHPs
could use PCX files for single frame, but what about animations?
OS SHP Builder can be ported to itSmile
Also I add support to my SHP Shell Extension
I think Banshee will be not against itWink
I want to do data which is not packed (without any RLE).
The size will be twice more (comparing with non-compressed image).
Also it can working faster, because it not need any palette conversionSmile
One more problem, how will remap be figured out? You could do anything thats a true red, but maybe make a entry saying what the remap color is?