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TIP Animator


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#1 Kaz atarionline.pl OFFLINE  

Kaz atarionline.pl

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Posted Wed Aug 13, 2008 12:06 PM

TeBe/Madteam and Lewis/Aids made TIP Animator (160x100 interlaced pictures, 256 colors)!

Info
Download
Movie1
Movie2

#2 Allas OFFLINE  

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Posted Wed Aug 13, 2008 3:22 PM

Amazing work!

What will be come next? G2F animations?

#3 dwhyte OFFLINE  

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Posted Thu Aug 14, 2008 2:19 AM

I am thoroughly impressed by this!! :)

I will be having hours of fun playing around with this software tool...

Edited by dwhyte, Thu Aug 14, 2008 1:03 PM.


#4 Kaz atarionline.pl OFFLINE  

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Posted Thu Aug 14, 2008 3:23 AM

I will be having hours of fun playing around with this piece of software tool...


Dwhyte - if you will get results... send me or TeBe! I'm sure TeBe is interesting in his tool improvements and all related stuff, so share your ideas, observations and movies with us :).

#5 Heaven/TQA OFFLINE  

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Posted Thu Aug 14, 2008 5:05 AM

Kaz wich pascal does Tebe use?

#6 frogstar_robot OFFLINE  

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Posted Thu Aug 14, 2008 8:07 AM

Movie 2 brings back memories. I had that animation on my ST way back when. It's a real trip to see it on an A8.

#7 tebe OFFLINE  

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Posted Thu Aug 14, 2008 10:46 AM

Kaz wich pascal does Tebe use?


Delphi (Turbo Pascal) or Free Pascal (http://www.freepascal.org/)

#8 Allas OFFLINE  

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Posted Thu Aug 14, 2008 11:09 AM

Tebe,

I got some problem on get working TIPANM. I have 27 frames 0001.tip to 0027.tip
When I use command TIPANM 1 27 I got the message ERROR H=0, I don't know whay means.
Other side when I use command TIPANM 0001.tip 0027.tip I got a dwwin.exe windows error.

Is there some problems or conditions?, I tried with less frames, but still fails.

#9 tebe OFFLINE  

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Posted Thu Aug 14, 2008 1:44 PM

if h>126 then begin
	writeln('ERROR: H>126');
	halt;
   end else
	if h<0 then begin
	 writeln('ERROR: H<0');
	 halt;
	end else
	 if h=0 then begin
	  writeln('ERROR: H=0');
	  halt;
	 end;

this case is imposible

Allas, send me this frames

#10 Stephen OFFLINE  

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Posted Thu Aug 14, 2008 5:00 PM

Great piece of work! They look awesome on the real hardware. As a nice side effect of my Y/C to VGA box, it blends the frames, so I get no flicker on the interlaced modes.

Stephen Anderson

#11 dwhyte OFFLINE  

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Posted Sat Aug 16, 2008 7:19 PM

Dwhyte - if you will get results... send me or TeBe! I'm sure TeBe is interesting in his tool improvements and all related stuff, so share your ideas, observations and movies with us :).


Got some free time this week-end and this is all I've come up with, as I've been trying to figure out the TIP graphics format. The graphics are pretty lame so don't be expecting to much when you open that .zip...

No complaints on TeBe's tool so far. I haven't run into any problems with it yet other than Mads not recognizing the .zpvar directive. Was another assembler other than Mads used?... On an NTSC system the frame rate seems to drop significantly using the source included. I'll be checking into that next week-end hopefully...

Now I have to upgrade the RAM on my 130XE for bigger videos... :D

Attached Files


Edited by dwhyte, Sat Aug 16, 2008 7:21 PM.


#12 Heaven/TQA OFFLINE  

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Posted Sat Aug 16, 2008 11:57 PM

i like the animation... :)

#13 dwhyte OFFLINE  

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Posted Sun Aug 17, 2008 1:02 AM

i like the animation... :)


Thanks Heaven... coming from you that means a lot to me as you're one of the coders on the forums I look up to... I just be a novice... well... maybe intermediately advanced... :D


Um... I was playing around with tipamn.exe again tonight and... There seems to be a bit of a problem in the conversion to the dic?.dat files. I've viewed my .TIP frames in other TIP viewers and the palette is fine. After conversion though, the palette seems to be messed up and/or there's garbage on the screen...

Here's the results that I've been playing around with for the past few hours (seems silly as it's only 5 frames). The TIP files seem fine when viewed on their own, however the animation has garbage on the screen, other times the palette is off by quite a bit (reds are greens and that sort of thing)... I'm at a loss...

Attached Files


Edited by dwhyte, Sun Aug 17, 2008 1:08 AM.


#14 Heaven/TQA OFFLINE  

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Posted Sun Aug 17, 2008 2:03 AM

i like the animation... :)


Thanks Heaven... coming from you that means a lot to me as you're one of the coders on the forums I look up to... I just be a novice... well... maybe intermediately advanced... :D


;) I am honoured but I am a novice, too... compared to Tebe, Kaz, Fox, Eru, Bryan, Rybags etc and many more...

#15 dwhyte OFFLINE  

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Posted Sun Aug 17, 2008 3:08 AM

;) I am honoured but I am a novice, too... compared to Tebe, Kaz, Fox, Eru, Bryan, Rybags etc and many more...


I know exactly what you mean... Though I wouldn't consider you a novice...

#16 tebe OFFLINE  

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Posted Sun Aug 17, 2008 8:23 AM

last version 1.4 (add Run Length Encode, new animation morphy.xex, better engine code)

example (maximum compression):

tipanm 1 24 max

TIPANM.EXE generate file TIPANM.ASX (add file from ..\ATARI_TIPANM-LIB\ and assembly with mads)

Attached Files



#17 Rybags OFFLINE  

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Posted Sun Aug 17, 2008 8:38 AM

Nice stuff.

I'd really be interested to see how such a technique would go with some of the other modes like CIN or APAC.

CIN + PMGs might be interesting too. Double the resolution, but with only 5 luma values available instead of TIP's 8/16.

Also, is it easily usable e.g. with a narrow-screen shorter display?

I'm thinking here that with some concessions on window size, it should be quite possible to do waveform audio as well - similar to the HDD based ones like Spongebob and Matrix, except running from RAM (and, obviously somewhat shorter too).

#18 CharlieChaplin OFFLINE  

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Posted Sun Aug 17, 2008 3:12 PM

Hmmm,
after watching the TIP animations, I got some ideas...

1) I have some Gr. 15 animations (mostly single pictures plus a *.BAS program for the animation), namely:
Smurf, Smurfette, TG-Strip, Alien, Max Headroom and others which I do not remember right now. Maybe the TIP animator can be enhanced for other graphic modes (like Gr.7, Gr.8, Gr.9, Gr. 15, Apac/Apac-2, RGB, CIN, INP, etc.), so one can produce nice animations in these gfx modes also... and someone can then convert the mentioned Gr. 15 animations into standalone *.XEX files...

2) I remember Mad Team`s "X-Demo", since you TeBe were a member of them, maybe you still have the sources and can create stand-alone files of each animation. I know these animations don`t use TIP format, but maybe you can convert them into TIP format (or enhance the animator for Gr.9 and other formats as I wrote above)...

Well, as already said, just some ideas... I can upload the Gr. 15 multi-file animations (MIC-62 sector and PIC-compressed format, plus some Basic loader), if requested...

-Andreas Koch.

#19 dwhyte OFFLINE  

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Posted Sun Aug 17, 2008 11:49 PM

Here's the fixed version of the mario_love.xex above... TIPANM 1.4 is going to come in handy...

Attached Files


Edited by dwhyte, Mon Aug 18, 2008 11:35 AM.


#20 tebe OFFLINE  

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Posted Mon Aug 18, 2008 4:48 PM

1) I have some Gr. 15 animations (mostly single pictures plus a *.BAS program for the animation), namely:
Smurf, Smurfette, TG-Strip, Alien, Max Headroom and others which I do not remember right now. Maybe the TIP animator can be enhanced for other graphic modes (like Gr.7, Gr.8, Gr.9, Gr. 15, Apac/Apac-2, RGB, CIN, INP, etc.), so one can produce nice animations in these gfx modes also... and someone can then convert the mentioned Gr. 15 animations into standalone *.XEX files...


use G2F, EDIT MAPS (ALT+M) -> Export as animation

#21 dwhyte OFFLINE  

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Posted Wed Aug 20, 2008 10:01 PM

Well... here's my latest one. I have no way to test this on a real machine so it was tested in an emulator. I must admit that I'm happy with the changes I've made to my tip converter in regards to the palette (might release, might not... It's up in the air right now), but I'm not sure if the slow horizontal drawing of the frames later in the animation is because of the emulator. I haven't seen this in any of my other animations I've made with TeBe's TIP Animator...

Can someone test this on a real machine? You need at least a 576K machine though... lol...


I think my next project may be to see if I can set up streaming of the TIP frames somehow off an HD... Maybe not fullscreen either...


/dreams of making a 256 color TIP animated maze for that game I was supposed to finish last year...

Attached Files


Edited by dwhyte, Wed Aug 20, 2008 10:35 PM.


#22 Rybags OFFLINE  

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Posted Wed Aug 20, 2008 10:09 PM

Looks real good (emu here).

Really need double-buffering though, the wipe effect spoils the animation.

#23 miker OFFLINE  

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Posted Wed Aug 20, 2008 10:31 PM

Works for me too - just ran on my 130XE with 1M ext. RAM.

Why there's that slowdown from the half of the animation to its end?

Cool anim though! :thumbsup:

Edited by miker, Wed Aug 20, 2008 10:31 PM.


#24 dwhyte OFFLINE  

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Posted Wed Aug 20, 2008 10:33 PM

.

Edited by dwhyte, Fri Aug 22, 2008 12:02 AM.


#25 Poison OFFLINE  

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Posted Fri Aug 22, 2008 12:51 AM

help please:)

after long minutes of hard work a have done something:( Its four files called anm.dat, dic00.dat, dic01.dat, tipanm.asx. What is the next step to final name.xex ? I cant find any user manual "How to use Tip Animator" :(




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