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Old 12-28-21, 08:18 PM   #31
John Pancoast
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Quote:
Originally Posted by Jeff-Groves View Post
I've got the original files from both now.
Nice thing is I can compare from the first release through all releases and patches.

Now given 010 can De-compile the files now? That throws things into Machine language!
Guess who just happens to have some knowledge of that!

I think it'd be easier to list what you DON'T know about all this computer mumbo jumbo !
Lucky to have your talents on this project.
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Old 12-28-21, 08:21 PM   #32
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Quote:
Originally Posted by Andreas86 View Post
That would be very interesting indeed!

By the way, here is a quick test I did with new ocean color. In fact I just lowered the exposure for the wave cycling frames. Looks more like the rough atlantic than the original tropical azure blue, don't you think?

The most interesting thing here is that this sprite bitmap SEA.BMP has BIN/VGA with LZW compression originally. I saved them all as BIN/VGA with compression NONE, and the game accepts them! This is in line with what I have read about other Dynamix games.

How does it look at night though ? That's the main reason for the stock color; so the ships will be visible, i.e.
Nice looking ! But I have to admit, I've always liked how the water looks in AOD.
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Old 12-28-21, 08:28 PM   #33
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It looks good actually, I thought there would be some day/night palette issues, but I JUST watched it cycle to night on time compression and it gives some light to the surface. But as said, this was just a first try. I will work on the color.
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Old 12-28-21, 08:38 PM   #34
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What Pallet is the Sea.BMP using?
I haven't figured out how to load a different pallet yet.
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Old 12-28-21, 09:43 PM   #35
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Quote:
Originally Posted by Andreas86 View Post
It looks good actually, I thought there would be some day/night palette issues, but I JUST watched it cycle to night on time compression and it gives some light to the surface. But as said, this was just a first try. I will work on the color.

Sounds good !
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Old 12-29-21, 08:34 AM   #36
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Originally Posted by Jeff-Groves View Post
What Pallet is the Sea.BMP using?
I haven't figured out how to load a different pallet yet.

I used BRIDGE.PAL, it seems to look right. WATER.PAL does not for some reason.


EDIT: I just remembered, the WATER.PAL is for the ocean background screen that is behind Doenitz in the end. Both BRIDGE.PAL and SCOPE.PAL looks right, which makes sense as they would all need to match.

Last edited by Andreas86; 12-29-21 at 04:22 PM.
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Old 12-30-21, 06:46 PM   #37
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Ignore my previous post!!

SEA.BMP is using CLEAR.PAL, CLOUDY.PAL, OVERCAST.PAL, NIGHT.PAL and STORM.PAL. Those palettes are what gives the ocean different shades according to weather of course, and day / night light.

SCOPE.PAL is for SCOPE.SCR. I am not yet sure about BRIDGE.PAL, but I suspect it maybe one time had something to do with BRIDGE.SCR, which seems to me to be the beta conning tower screen. It is not in use however, and will not look right with any palette I have tested so far. I am sure I have seen this bridge screen before, perhaps in some magazine preview..


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Old 12-30-21, 06:54 PM   #38
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More great information Mate!


It may be to late but I nominated you for an Award for your work in AOD.
You've guided me to things that helped in what I wanted to do as a Team.
GREAT WORK!
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Old 12-30-21, 07:58 PM   #39
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Thanks a lot Jeff, that is very kind!
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Old 01-12-22, 04:22 PM   #40
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New update to the mod! 5 new ingame screens are now added. See first post for download link and information.


Last edited by Andreas86; 01-12-22 at 04:45 PM.
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Old 01-12-22, 05:19 PM   #41
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More amazing every release Jens ! THANKS !!
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Old 01-12-22, 05:21 PM   #42
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The map grid is a HUGE improvement and help.
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Old 01-14-22, 01:34 PM   #43
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@Andreas86

Nice to see you got a nice shiny badge!
Nicely done Mate! You have Earned it!
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Old 01-14-22, 03:36 PM   #44
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Thanks a lot Jeff! I really appreciate all the feedback you guys have given me. Very motivating.
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Old 01-14-22, 03:49 PM   #45
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All I did was nominate you. You earned the Award all on your own Mate!
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