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Forums > CSDb Entries > Release id #122077 : Pixcen
2013-10-12 22:51
CRT

Registered: Oct 2012
Posts: 87
Release id #122077 : Pixcen

Hi all!

I'm opening this forum for Pixcen. Please post your feature requests and bug reports here if possible to keep the comment section clean(er).

As of this weekend (2013/10/12) I have hopefully fixed a crash (as reported by Dr.Science & Bamse), changed some menu items and implemented mirror/flip, shift and rotate on selected areas. To be uploaded.
 
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2014-11-23 19:07
CRT

Registered: Oct 2012
Posts: 87
Jok:

My vague long term plans are to finish a version 1.0 in the existing Microsoft MFC framework. Then do a complete rewrite for a version 2.0 in Qt for cross platform.

Unless I wake up one morning, feeling weirdly preppy, ambitious and start the rewrite earlier than planned :-)
2014-11-25 00:19
Jok

Registered: Apr 2009
Posts: 11
I will wait then :) - its really nice program, and on mac there is no serious tool for c64 pixelling
2015-01-25 12:53
Carrion

Registered: Feb 2009
Posts: 317
@CRT
Nice tool - thanks for your job! I started to use it for small ad-hoc works.
And hence the question:
I import png (4 color) and it imports nicely but when I change mode to multicolor sprites one of the color gets black. Why is that? How to avoid it?
2015-01-25 13:40
Shine

Registered: Jul 2012
Posts: 327
You could copy and paste the picture.
IMPORT -> (CTRL-A)SELECT, (CTRL-C)COPY -> Mode->Sprite -> (CTRL-V)INSERT and adjust before set.

EDIT: You can of course use "m" for selecting areas too.
2015-01-25 18:22
Carrion

Registered: Feb 2009
Posts: 317
@shine
thx. it works this way.
I guess I'll have more questions/issues as I use this tool now. some things dont look to obvious for at the first sight, especially when you used tool like Timanthes before. But I need char and sprite modes so started to use it anyway. Expect more questions :)
2015-01-25 18:48
Carrion

Registered: Feb 2009
Posts: 317
ok. so here's the first issue i encountered:
- I have selected first 8 sprites (M key) in sprite mode at the top of the screen
- saved the selection. loaded it into my code (showing 8 sprites, one after another.
the result seams to be messed. I mean the pixels of the sprites are not correnct and I cant see the patter to describe it, but the sprites are messed.

but
when I save whole pic as bitmap in sprite mode (btw: please call it save sprites because "save bitmap" is confusing in file menu when I'm in the sprites mode) and load whole "bitmap" into memory (in my case $2000) and show the sprites - they are correct.
CRT I think it's a bug of saving the selection. I can help if you have more questions and maybe we can reproduce the bug.
2015-01-25 19:46
Isildur

Registered: Sep 2006
Posts: 274
also, it would be nice to have remember(+reset)last main/prv window size and position feature.
2015-01-25 19:59
CRT

Registered: Oct 2012
Posts: 87
There could very well be bugs in sprite mode. It's the least tested mode.

I will make some tests and if there is an easy fix I will push a quick update.

Meanwhile I'm also working on a larger update in a separate branch but that one will take a bit longer still.
2015-01-26 12:50
Shine

Registered: Jul 2012
Posts: 327
<BUFFERS>

Maybe following could be useful:

1)
I would like to have some kind of naming or counting for the buffers.
Now it's that i can switch between buffers with "." and "," but i can't see which buffer is in current use, except the pixels itself.

2)
It would be nice to add or delete a specific buffer for some reasons.

Overview:
It would be very nice to have a cell window like "VIC-II" or "Cell". Named "Buffer(s)", where i can "manipulate" like adding, deleting buffers or even changing the order. (and selecting one of them)
2015-01-26 14:01
CRT

Registered: Oct 2012
Posts: 87
Shine:

If the bottom status-bar is enabled you see the buffer number as Z.

But yes, the back-buffer functionality is still primitive. Adding and removing back buffers after the initial image creation is clearly a lacking feature.
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