(I have been reminded that it has been 1,337 days since the last post here which is just under 4 years ago, better late than never.)
Nice work! 1337 indeed 😉
chjmartin2 wrote on Yesterday, 12:38:
I need insight. If I am going to design a composite Prince of Persia - should I optimize for OLD CGA or NEW CGA composite?
If you're sticking with mode 6 and white/grey as the underlying foreground, the graphics will look very similar on both board revisions ('new' CGA is more saturated, but the hues and levels are close enough). The tradeoff is that effects like the sword pickup will momentarily change the palette instead of the background.
If you go with mode 4, then any artifact colors generated using non white pixel data will look different, so it would also depend on which palette(s) you find more 'useful'. Although it could also be fun to try two separate graphics sets...
BTW: in the Apple II version, the static screens (but not the game or the animated cut scenes) use DHGR mode, which has the exact same palette you get on an 'old'-style CGA in mode 6 with a white foreground. The resolution is different, but if I was converting the colors for those screens, that'd be a good reference.
chjmartin2 wrote on Yesterday, 01:39:The next thing I have to do is extract the graphics and figure out how to make a much better composite version - this is not my skillset so not sure where to start
At one point I was going to write a sort of guide to creating composite graphics, back when I did those Keen 4 and Keen 5 mods. Never got to do that, but I can recommend a general approach: always work at 640x200, and if you're using a "modern" image editor, find some way to overlay each color of your working artifact palette with the actual bit patterns that would generate it in your target mode (e.g. photoshop's fill layers and blending options). Of course if you use an oldschool CGA graphics program, you can do it in DOSBox and get a constant live preview.
In any case, try to avoid the naive "each nybble is a solid pixel" approach (treating a composite screen as a simple 160x200 bitmap). Both old and new games have done that, which is a pity since it misses out on a lot of potential detail.
On the other hand, if you're actually looking for an artist then it could be intersting to collaborate on this...
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