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Gunstar last won the day on January 13

Gunstar had the most liked content!

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About Gunstar

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  • Birthday 08/12/1968

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    Kellyville, Oklahoma
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    Electronics, videogames, motorcycles, great outdoors,painting/art in all mediums

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  1. I hadn't thought of the previous links issue. Good point! Maybe just mirrors or copies can be posted in the new forum?
  2. Another image where the .png image here looks like just shades of yellow in the trees and around the sun, but at least on my computer and screen, there are a lot of oranges and browns that you don't see in the posted image. These also don't show up at all in Rastaconverter in destination or output images. That's why I always check every attempt I do, that's good enough to save and compare with future attempts, on a real Atari. It always looks different on the real hardware. I don't use Altirra for viewing, so I can only assume when viewed in the emulator, the colors are the same as the output of Rastaconverter and the .png images.
  3. Alaskan Sunset. 50 colors. AlaskanSunset.xex
  4. I know the scene well, from the arcade and from my Jaguar CD game. I do think it would be a good mode for a game.
  5. Yes, this is some very cool stuff it looks like, I can't wait to take a look.
  6. @CharlieChaplin First, let me say I'm sorry, I quoted the wrong post. I looked at some of those images you posted, and you are right, they are nothing near 4096 colors and frankly, look bad. But I came across one image that was actually the palette that this particular RGB mode can display a couple dozen colors (I think it says in the list I posted), but most are incredibly washed-out and nearly B/W "shades" as you said. But these RGB images are made up of several graphics 15 screens of 160x192 of red, green and blue, so all the colors and shades are made up of only 4-5 shades per image x3, so if that is 4 shades then 4x4x4=64 colors. If it's 5 shades on each then 5x5x5=125 colors. but the colors just don't come out as colorful, no matter what you adjust, in the way this RGB mode flips or combines the three images, like the conversion process did not account for washed out colors or source image was not prepared properly with too high a gamma or something. The Colrview images (which I'm still trying to locate the viewer and pics in my archives) uses GTIA mode 11(?) with 16 shades of red, green and blue in each of the three flipping images, 16x16x16 and creates 4096 virtual colors on-screen with 80x192 resolution (NTSC), but also, with Colrview images, you are directed to turn the screen brightness down until the yellow border on the menu screen becomes a dark orange, IIRC, before loading an image, then of course you could adjust the brightness to your liking from there, but it allowed for colors that were more saturated looking, even if the images were dark (best viewed in a dark room) and it works really well. At least on NTSC systems with the fast page-fipping too. I have yet to try it on my PAL computer, or on an LCD screen. The last time I viewed a Colrview RGB image was when my 1084S CRT monitor was working and my 1200XL was still an NTSC machine. However, I do have an NTSC 800 that I can view them on also, but still it would be on an LCD screen, not CRT that I think the mode works best on, with the brightness way down. I did find it to be true with these images you posted of G15 RGB, that if you turn the brightness way down more colors are visible, but even at the higher resolution, the colors are mostly still too washed out except for the darkest ones. It's just not as good an RGB mode, even if it is twice the resolution. But the mode was clearly not designed to have the brightness turned down, as it really didn't bring out much more color at all, even if I also tried turning up the color saturation. like ColrView images do. Unless, I come to discover that they look great on a CRT, and they just don't work right on LCD for color since it's a digital display instead of analog, The other problem with all RGB modes is that the perception of all that color is contingent to the flipping of images or scan lines which creates either a rolling or flickering effect in constant motion, for the eye to pick up the perception of virtual colors, and photos and screen shots just don't work as still images. I'm not even sure how it work out trying to demonstrate them on video.
  7. I just tried this out on my real hardware. I concur with others, I love the new chubby Yamo! And Bruce's face-right stance is so much better than the original, I don't even care if you never give him feet (not as big as the original of course), but I think a slight re-stance to allow for small feet would look even better. I didn't quite understand what you were going for on Bruce, with the bare hand on one side, and gloved on the other (other than simple color difference so it can be seen), until I saw the frame in-game. I don't know why I didn't see your "vision" in the pixels outside of the game. I understand now that it's to create the illusion of a fore-arm, with the black as shadow underneath, instead of trying to make a real arm in black with so little detail and options, like the original pixel artist did. I thought instead, that it was an unfinished-frame, and the extra black dot or two to make the fist in front of his torso was still to come, drawn in black like the original artist chose. Kudos!
  8. @FaicuaiI've figured out the issue with my color, especially in a photo on a bad camera, that I found out I have to turn the color level on my monitor down to 25, to get the camera to take a photo with color saturation similar to what it looks like on my screen at 50. But then the colors the camera recreates are not the natural ones. But the real issue here comparing yours to mine, is that you are looking at an NTSC Rastaconversion on NTSC hardware. I'm looking (and photgraphing) NTSC Rastaconversion on PAL hardware. My color's off way to the red spectrum compared to yours (with my 1200XL chroma upgrade that gives my PAL Atari's palette true reds instead of browns), but the red still looks brown to me in real life in this image, just leaning to red instead of more green in it like your NTSC screenshot. It just happens that I didn't realize the obvious, because it still looks GOOD on my PAL screen in real life, but I definitely notice color differences, like the foliage in the foreground of the image on yours is mostly green, while a good portion of it on my PAL screen is brown, I thought it was supposed to be dirt in a garden, and not the garden covered in green like yours! Most NTSC images when viewed on PAL (and vice versa) look way off and it is instantly noticeable that the colors are not right. Not so much with this picture.
  9. I can tell you that the real color on my monitor looks just about like what you have there, and nothing like my phone-camera photo, I said it before that my camera butchers my monitor true color and saturation. I just need to find a better camera, though I did manage some descent photos of R)ger's RGBY 8x11F images in the A8 graphic capabilities thread, but they still were over saturated and the hue was off.
  10. Ok, so an error in what something is to be corrected and also stipulations need to be added in depending on NTSC or PAL machines. Because I've used Colrview and looked at images with it on my NTSC Atari and it does do what and how it says on NTSC. I remember being amazed with an image of Kirk and Spock.
  11. I agree with that. And, unfortunately, the Rasta images I've taken pictures of from my Atari set-up never look the same either. I keep trying, but the colors/tint always change, and it's always over-saturated (especially reds/browns and blues) and looks darker. I've tried adjustments from both ends to try and improve the screen shots or edit them as close as possible to what it looks like on my Atari, with them side-by-side on Atari & PC screens. Without much luck. The picture of the Dream House below is really bad. The over-saturated reds are perfectly saturated browns in real-life, for example.
  12. This is another conversion that I find looks even better on my real Atari as it stands(my upgraded Atari, as opposed to stock), due to true Atari color palette instead of an emulated one like is used on Rasta. Once you see the .xex run with the real color palette, generally the colors look much better and blend better or whatever. Banding can be less prevalent (and also sometimes more of course) because of the color change on a real Atari. And more colors often show up that I don't perceive in the .png image unless I zoom in. Or the real color has more luma or color space separation than adjoining pixels or whatever. And colors are much more vibrant, without being over-saturated, on my 1200XL's S-video chroma than in .png images. But maybe I just need to turn up the color saturation on my PC? The colors look well saturated, on other things besides Rasta converter output .png's. Note: Not responsible for claims made here if your Atari isn't upgraded as brilliantly as mine with brilliantly improved video output from all devices involved.
  13. So...I guess this will pretty much be only for hardware development that *may* be made and sold to the community as well as on-going threads of stuff already out there and updates of new versions?
  14. All right, well from now on, when I try and explain the Atari's graphic capabilities this will be my response: The Atari has 8.3 graphic modes and 6 text modes with a palette upto 128/256 (4096 virtual/perceived) colors, depending on the graphics mode, or mixed modes, resolutions ranging from 20x12 to 320x192/336x240 (overscan) and colors on screen ranging from 2 up to 256 (4096 perceived virtual colors) and 4.4 to 5 player/missile sprites of 4, 2x240 missiles(all the same color as corresponding players) to 4-5, 8x240, (x1 color each) which can be used to enhance on-screen colors and animation within graphic modes. With different limits on resolution and color palette and depth within those ranges, depending on the hardware or programmed mixed-mode. The graphic modes can be manipulated on the Atari hardware through assembly/machine language like a sand-box mode, with undefined, as of yet, overall limits to what else can be done within those ranges and pushing hardware graphic limits beyond the documented ones through this programming manipulation. These programming abilities have been greatly enhanced with the release of the Altirra emulator for more precise manipulation then possible on the real hardware. Is that fair and cover the technical truth enough? Of course that's not even including Escalpaint, which also wasn't listed in the software graphic modes, that, IIRC, can have 4096 perceived colors from a virtual/perceived palette of over 32 thousand? Though I think it works pretty much the same as colrview/Computer Eyes R,G,B mode with flipping screens, but I don't know how they get the large palette. But the rest sounds good enough to not mention it. I suppose, also, that there could be a mention of known limitations of P/M re-use and multi-plexing are of hardware and software sprites and scrolling abilities of the graphics for a more over-all graphic ability description, beyond static screens.
  15. Referring to my post above listing the software graphic modes...just when you think that everything hardware wise, and with clever programming, and exploitation of bugs for tricks has been found or tried, someone comes along with another way, generally another improvement with the on-going fight between graphic resolution and color depth, not just a different way. Like the graphics of Rastaconverter images or @R0ger 's new ones. I can't wait to see further improvements on RGBY and other new software modes emerge! And don't bother saying it's run it's course, that's been said before. (I'm not referring to R0ger's modes, but what can be done in general manipulating the Atari's graphics in different ways)
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