http://forums.neobitz.com/viewtopic.php?t=12&postdays=0&postorder=asc&start=15 But how did you create the palettes x1.pal .. ? Did you use a binary editor ? In this case, how can i export the colors values to build this x1.pal ? Done, thanks again. But how did you do generate the 4 .pcx pictures from the original pcx ? I'm searching on psp, but i just found a split channel effect, but i only obtain B&W pictures... Reponse it's "easy", use paintshop: - load a picture and dec colors to 1+n*15 colors (mine is 60c + black), 1st color must be #000000 (black) - save this picture as *.lbm (amiga) to convert palette from #ffffff to fff# (not visible and it's not import) - reload it, - set colors 17-256 to black & save it to x1.pcx - reload, now set 1-16 & 32-256 to black, dec colors to 16, inc to 255 (colors now reordered to 1-16, 1st should by black) and save it to x2.pcx - reload, now set 1-31 & 47-256 to black, dec colors to 16, inc to 255 (colors now reordered to 1-16, 1st should by black) and save it to x3.pcx - reload, now set 1-46 & 62-256 to black, dec colors to 16, inc to 255 (colors now reordered to 1-16, 1st should by black) and save it to x4.pcx - ... best paintprogramm for use with neogeo is dpaint in winuae (same 15bit-pallete). blastar --------------- Actually, i cut a 320x208 pixel background in 260 tiles of 15 colors. But i don't really know how i can put those tiles in the neogeo format. I suppose your 4 pcx pictures are coded in the C rom ? Thanks. --------------- - i believe the neoscreen is 320x240 but with a black boarder of 8x8 fix-tiles so only 304x224 is visible. a picture with 304x224 is enough! - take a look at gfx/###make.bat, i've used a small and free tool named TILENG (not by me/ cdoty?) to convert a 256color pcx-file (only first 16colors used). i've uploaded it... - other sources you find here: http://arcadedev.emuvibes.com/project/ blastar... ---------------- Actually, i'm trying to change the program for a 8 layers picture. Can you help me just a little bit: I have change the setup palette routine like this : SetupPalette: lea $400000, a0 ; no change lea Palettes, a1 move.w #$8, d7 ; D7 = $8 (4 befor) with this include files: Palettes: INCBIN "gfx\font.pal" INCBIN "gfx\x1.pal" INCBIN "gfx\x2.pal" INCBIN "gfx\x3.pal" INCBIN "gfx\x4.pal" INCBIN "gfx\x5.pal" INCBIN "gfx\x6.pal" INCBIN "gfx\x7.pal" INCBIN "gfx\x8.pal" EndPalettes: ALIGN 4 Is this correct ? I add at the end of the main loop, 4 blocks of code like this one: move.w #$8080, d0 ; starting sprite move.w #8, d2 ; starting y_pos move.w #0, d3 ; starting x_pos jsr init_layer move.w #$8080, d0 ; starting sprite move.w #$2000, d2 ; move.w #1024, d7 ; tile move.w #5, d6 ; palette add.w #1024, d7 << to remove jsr fill_layer nextblk: move.w #$80A0, d0 ; starting sprite move.w #8, d2 ; starting y_pos move.w #0, d3 ; starting x_pos jsr init_layer move.w #$80A0, d0 ; starting sprite move.w #$2800, d2 ; move.w #1280, d7 ; tile move.w #6, d6 ; palette add.w #768, d7 << to remove jsr fill_layer And two other like this ^^ But the new 4 blocks doesn't work Any advice ? thx -------------------- http://come.to/blastar/download/ ici sources pour demos Neogeo old Url :http://mitglied.lycos.de/blastarx/ Index of /blastarx//download Parent Directory Codename_-_Blut_Engel_BETA_050423_(Full Iso).zip Lost_Temple_of_RA_BETA_050717_fix_(EmuIso).zip Lost_Temple_of_RA_BETA_050717_fix_(ROM).rar NGEM2K_050823_(FullIso).zip NGEM2K_050823_(Source).zip <<<<<<<<<<<<<<<<<< OK Neo_Puzzle_League_BETA_041016_(FullIso).zip --------------------