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Forums > CSDb Entries > Event id #3391 : C64GFX.com CharSet Logo Compo 2024
2024-02-07 17:13
Shine

Registered: Jul 2012
Posts: 331
Event id #3391 : C64GFX.com CharSet Logo Compo 2024

✅ I am in! (After more than a decade!)
 
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2024-02-13 15:55
chatGPZ

Registered: Dec 2001
Posts: 11147
Really? That seems pretty lame for a tool that is the defacto standard...
2024-02-13 16:13
Shine

Registered: Jul 2012
Posts: 331
Quoting Jammer
Knowing that CharPad cannot reuse same char with different d800 colour, I guess further passing its output through Pixcen is not a bad idea.


I am not 100% sure, but i tested right now with:
CharPad Free Edition 2.86 (Bug free version)

and Joe's Logo:
Wrath Logo

And all seem to be fine. (190 unique Chars)
2024-02-13 17:44
rexbeng

Registered: Aug 2012
Posts: 30
@chatGPZ, thanks! So, I'm putting this down in moron-graphician words to make sure I'm getting it straight:

There may be a 256 charset with, EITHER 3 common colours across all chars and one free for each char to chose between colours 8-15, OR black colour common across all chars and 3 free to chose for each char from any of the 16 colours?
2024-02-13 17:48
chatGPZ

Registered: Dec 2001
Posts: 11147
Almost, its colors 0-7 if you want multicolor chars :)
2024-02-13 17:50
rexbeng

Registered: Aug 2012
Posts: 30
Hey, I'm still happy I got most of it! :D

Thanks!
2024-02-13 21:09
Carrion

Registered: Feb 2009
Posts: 317
Quote: Really? That seems pretty lame for a tool that is the defacto standard...

Yup, that's unfortunately the "feature" that is very annoying and "remove doubles" doesnt fixes this.
I guess it is because of the way CharPad handles the coloring of the chars/tiles. I'm not sure it can be easily fixed. Charpad still is the best char editor on Windows though. Highly recommended for this compo ;)
I think this limitation could be bypassed by simple routine that shows the logo.
2024-02-13 21:30
Oswald

Registered: Apr 2002
Posts: 5027
Quote: Really? That seems pretty lame for a tool that is the defacto standard...

its natural if you think about it that it is aimed at designing level maps and tiles. Show me a game that stores a 2nd map for d800 colors.

but come to think about it not even the ancient native graphic editor can do it.
2024-02-13 21:36
chatGPZ

Registered: Dec 2001
Posts: 11147
All games that use meta-tiles, and use the colorram with it, could reuse chars with different colors - i am sure some do it (because really, why wouldn't they?)
2024-02-13 21:51
Oswald

Registered: Apr 2002
Posts: 5027
Quote: All games that use meta-tiles, and use the colorram with it, could reuse chars with different colors - i am sure some do it (because really, why wouldn't they?)

sure there may be some exceptions, but usually each char is assigned a color and thats it. no seperate tilecolor map, or levelcolormap

even if you have this then you can not use all 256 chars because then some bytes are reused for different color.

thats 1 reason for not doing it, and 2nd reason is unecessary extra complexity and usage of ram, look at mayhem in monsterland best char gfx for a game ever, and does fine without
2024-02-13 22:12
chatGPZ

Registered: Dec 2001
Posts: 11147
Yes sure, but still no good reason to generally not support it, IMHO.
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