Creating pixel art

Page 33/33
26 | 27 | 28 | 29 | 30 | 31 | 32 |

By R_Leo_1

Expert (68)

R_Leo_1's picture

14-08-2019, 01:45

gdx wrote:

Nice pictures R_Leo!

Thank you gdx, I hadn't seen your reply (sorry lol).

Anyway, I have been conceptualizing and designing an RPG using the character seen in my previous post. I'm taking inspiration from old Arabic fables, the silk road, and Chinese/ Middle eastern relations. These are the enemies I've designed so far, and I thought they would be worth sharing since I have a few questions regarding how the MSX1 stores it's graphics in memory.

Now as for my question, I'm trying to be fairly conservative when it comes to the graphics of all the enemies being stored on the disk (or cart), and only using more complex graphics on bosses or where it is absolutely required. I am aware that in one 8x8 tile on MSX1 you can only have 2 colors per line within that tile, but what if the entire 8x8 tile is only two colors? Does that mean the tile can be stored in less space (Like each tile is 2 bytes compared to 4) or just generally be easier on the VDP?

Thanks :)

By Grauw

Ascended (8200)

Grauw's picture

14-08-2019, 11:37

It doesn’t really matter for the VDP, in theory you could use screen 1 (where you specify 2 colours per group of 8 tiles), however that screen mode is more limited which can be inconvenient, and it doesn’t really make it run faster or anything. It has enough video memory for screen 2 so trying to save on VRAM usage doesn’t really benefit it either, it would just mean more unused space.

However if it’s disk or ROM storage space you’re concerned about, compression is the answer. When you use compression using fewer colours will compress a bit better however you don’t really need to stick to 8x8 blocks on the grid. And in general I wouldn’t worry about it too much and not artifically limit yourself, the compression will probably do a pretty good job regardless and the few extra bytes you would save are not going to make the difference I think... especially for disk, there is plenty of space to store many many many compressed screen 2 graphics.

By R_Leo_1

Expert (68)

R_Leo_1's picture

14-08-2019, 11:52

Grauw wrote:

It doesn’t really matter for the VDP, in theory you could use screen 1 (where you specify 2 colours per group of 8 tiles), however that screen mode is more limited which can be inconvenient, and it doesn’t really make it run faster or anything. It has enough video memory for screen 2 so trying to save on VRAM usage doesn’t really benefit it either, it would just mean more unused space.

However if it’s disk or ROM storage space you’re concerned about, compression is the answer. When you use compression using fewer colours will compress a bit better however you don’t really need to stick to 8x8 blocks on the grid. And in general I wouldn’t worry about it too much and not artifically limit yourself, the compression will probably do a pretty good job regardless and the few extra bytes you would save are not going to make the difference I think... especially for disk, there is plenty of space to store many many many compressed screen 2 graphics.

This is great info, thanks Grauw! I hadn't thought of compression up until this point, so that'll be of great help in the long run. I can go back and add some more detail to those enemies, which is a relief since I wanted more details anyway Smile

Page 33/33
26 | 27 | 28 | 29 | 30 | 31 | 32 |