Ummm... whats the point in using a png map if the png is based on tiles?!? I thought the idea for using png was to allow some really nice authentic graphics to be used that do not look tiley - which the Dizzy map obviously does. The png idea could be very good for something NOT tile based (SCUMM anyone?)
I think the repeating tiles are what are allowing these maps to compress so well. Stefan -----Original Message----- From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On Behalf Of Frode Tennebø Sent: maandag 26 juli 2010 08:37 To: sam-users@nvg.ntnu.no Subject: Re: Porting spectrum games... On Sun, 25 Jul 2010 23:54:41 +0200, Thomas Harte <tomh.retros...@gmail.com> wrote: > PNG wasn't a leg pull, though I've been unable to find the Amiga map > for Fantasy World Dizzy. However, the entire PC map (256 colour, > individual screens slightly too large) is 250 kb as a PNG. So it'd be > possible. Would this one do: http://hol.abime.net/pic_full/gamemap/0501-0600/502_gamemap1.png It would take some stiching to make it 100% and fit 256 pixels wide. > Animated elements are going to need to be repainted frame by > frame so are logically separate from the background anyway. My thought was that animated elements could be tiles in the same way as static tiles to save any special handling of those for each screen. However, I guess it would be rather straight forward to generalise animations as another layer instead? -Frode -- ^ Frode Tennebø | email: fr...@tennebo.com | fr...@irc ^ | with Standard.Disclaimer; use Standard.Disclaimer; | No virus found in this incoming message. Checked by AVG - www.avg.com Version: 9.0.851 / Virus Database: 271.1.1/3027 - Release Date: 07/25/10 08:36:00