-
Content Count
154 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Member Map
Forums
Blogs
Gallery
Calendar
Store
Everything posted by 1NG
-
Doing pictures using Super IRG 2 and other ICE modes.
1NG replied to Synthpopalooza's topic in Atari 5200 / 8-bit Programming
I made a setup, but I´m not sure if it works for you. It needs .Net 4.0 and some Devexpress-Libs. Could anyone try this out please? Unfortunately i am not allowed to attach a rar with a setup. I can understand that. Send me a message if you are interested. -
Doing pictures using Super IRG 2 and other ICE modes.
1NG replied to Synthpopalooza's topic in Atari 5200 / 8-bit Programming
I can do the converter. If anyone has a format description for me I will do it. I can´t do the player because I have no IDE-Interface. I have Sio2SD in my XL and Altirra. Memory for every frame is 1000 bytes for the tile characters, 1 font every 3 lines (of 8 rows) means two times 6 fonts for 24*6 rows (looks like cinemascope). that is about 2*6 fontsets * 120 tiles/fontset * 8 bytes/tile and 880 bytes for 24*40 characters is about 12k per frame. If IDE loading is fast enough for that ... Maybe there is not enough memory for double buffering, so synchonizing can be very tricky. But I like the Idea of video on 8 Bit too -
Doing pictures using Super IRG 2 and other ICE modes.
1NG replied to Synthpopalooza's topic in Atari 5200 / 8-bit Programming
I read about these converting quit a time and I like the techniques and I was very exited! Before the ABBUC-Program ICE in mind I started some programming in WUDSN / Mads with interlaced graphics. But this topic really hit me! Cool, but how much work to do for me to get it in a game I thought. I wrote a little program to build a 120 tiles for a picture, so that they are optimized for the complete 40x25=1000 tiles. After that I read about g2f which i never heard of. But it showed me another way to do pictures: With multi character sets So I tweaked a little bit with the source code and got some ideas how to do pictures automatically. I uses the PAL-palette from Altirra und made a CIN-palette After that I took some pictures an made them 1. Get or build a picture in 320x200 2. Sqeeze it to 160x200 3. Convert with GraphicsTileMaster with apropriate options 4. Save as stretched PNG in GraphicsTileMaster Then I got this: and one without dithering and HSB-priority: and the same with dithering and more rgb priority: original image was: This maybe not the best possible picture but it is generated very fast by a program, so it is possible to do a lot of graphics an a short time. So if anyone is planning to do an adventure or something like that ... I have no program export yet. Does anyone have a code for WUDSN/Mads-Assembler and one for Turbo Basic to show the tile-picture in CIN-Mode that I can take as source for an exporter? The reducing of the color-tiles resolution horizontal is missing in the examples, but I will do that if someone is interested. I will do a setup for a first version of GraphicsTileMaster if you want (for Win/PC).
