So, Kerm was helping me out with this sprite thing I'm working on, and then he went to bed. The sprites I'm trying to extract are in a plaintext file, so I was able to deduce some things. I realized that every four numbers made up a row (a row is 16 pixels, each number is a short, so four shorts makes 16 4-bit pixels). The sprites use a 16 color palette, and blah blah blah. At first I assumed that each nibble was in fact that corresponding pixel. I was wrong. Through Kerm's help I was able to get it to a point where we could actually get something that looks right. Turns out they are interlaced. With this handy bit of code:
Code:
We were able to get the sprite to look almost right:
This is, as the title suggest, supposed to be a clover. It almost looks like one, just like it was drawn on a taurus or something. So, now the two final bits are getting the palette down, and getting that to look right. I'd like to do it in a nice, clean way, as opposed to going into the drawing code and changing that. Any suggestions?
Code:
a = (ushort)(((((ushort)s1 >> n) & 1) << 3) | ((((ushort)s2 >> n) & 1) << 2) | ((((ushort)s3 >> n) & 1) << 1) | ((((ushort)s4>>n) & 1)));
We were able to get the sprite to look almost right:

This is, as the title suggest, supposed to be a clover. It almost looks like one, just like it was drawn on a taurus or something. So, now the two final bits are getting the palette down, and getting that to look right. I'd like to do it in a nice, clean way, as opposed to going into the drawing code and changing that. Any suggestions?