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Forums > C64 Pixeling > P1
2006-08-29 10:23
Oswald

Registered: Apr 2002
Posts: 5017
P1

Project One V0.5

post bugreports, questions, feature requests here, should be a better place than the comment area of the release.
2006-08-29 10:34
jailbird

Registered: Dec 2001
Posts: 1576
I told you already, feature-wise, there is more than enough there. :) Perhaps the shortcuts I've already mentioned in my comment on the product page. However, they're not essential at all.

The only annoyance I've found is that once in a while I can't put down a color which is already present in a certain character (no matter if it's a background or ink color). It's rarely happening and no idea why but a save/reload solves the thing.

And thank you once again for this lovely tool which made my life much easier when my C64 was broken, and it also comes very handy here at work when I'm bored! ;)
2006-08-29 10:51
enthusi

Registered: May 2004
Posts: 675
I guess here is the better place to comment?
I'd appreciate some more info. I assume its for win-systems?
2006-08-29 10:58
Oswald

Registered: Apr 2002
Posts: 5017
jailbird, I'll add those shortcuts

enthusi, its for XP.
2006-08-29 11:09
enthusi

Registered: May 2004
Posts: 675
Oswald, guessed so and probably reasonable ('customer'-wise).
Though it would be unix' first enhanced tool :) Not tempting?
2006-08-29 11:26
Oswald

Registered: Apr 2002
Posts: 5017
its written in visual basic, porting has no chance, as it would mean a full rewrite.
2006-08-29 11:46
Jetboy

Registered: Jul 2006
Posts: 212
Excelent!

Possible improvements:

1. Shortcuts ctrl+/ctrl- changes zoom up/down
2. checkbox on import screen - auto update. When it's pressed image quto updates if you are not moving sliders/change settings for 2 seconds.

Bugs:
1. Seems that Toggle interlace emulation is not working.
2006-08-29 12:01
Oswald

Registered: Apr 2002
Posts: 5017
auto update is a neat idea.

how exactly interlace emulation does not work ? might be a problem with the timer object, it doesnt really supports time fragments <1/50s
2006-08-29 12:09
Jetboy

Registered: Jul 2006
Posts: 212
> how exactly interlace emulation does not work?

There is no change if its turned on/off.


edit: that depends on where on the screen is the winodw placed. In some areas of the screen there is some flickering, while in others there is none, while in others you can see only one field (half of the picture).
2006-08-29 12:22
Oswald

Registered: Apr 2002
Posts: 5017
okay, will try to fix it with replacing the timer object.
2006-08-30 06:51
Valsary

Registered: Mar 2004
Posts: 11
I noticed small bug in FLI mode, check both links...first from FLIGraph, second from ProjectOne:
http://bzdety.valsary.webd.pl/FLIGraph.gif
http://bzdety.valsary.webd.pl/ProjectOne.gif

..dunno why yellow gets dubled each line in ProjectOne but only when i first fill the char with $06/$09, then $02, $04 and $07 as the last one. Some color-bank checking problem or smth?
2006-08-30 08:39
Oswald

Registered: Apr 2002
Posts: 5017
okay, Valsary's finding is not a bug, it's a feature :D. In that situation in the character there's simply no place for any more colors, AND the option "4th color replaces" is turned on. This option makes P1 to replace the old color if the new color cannot be put down. and this is exactly what happens.


Valsary: "@Oswald: Hmm...You're right, but notice that while you can add that color in FLIGraph as a normal pixel, you cannot add it in P1 until replacing another one, just look again at those links i sent and try paint the same char i did in FLIGraph into ProjectOne. I noticed that when i start fill the char with yellow color as first it works ok, but always when try like i reported, i cannot put that yellow pixel at all or duble it by replacing blue."


I think this is due to the different distribution of colors amongst the attributes.

P1 has the purple as d800 and brown and red eats up the possible screen ram colors. So the yellow line just does not fit in.

fli graph has probably blue or purple as d800, so the yellow line still fits in.but it can work in other situations too.

maybe this should lead to a consideration of in what order the different attribute spaces should be filled up ?
2006-08-30 09:11
Valsary

Registered: Mar 2004
Posts: 11
>maybe this should lead to a consideration of in what order
>the different attribute spaces should be filled up ?

yes...in what order, i think $d800 should be filled first, but i'm not sure, just trying to image how it would work then.
2006-08-30 09:23
Oswald

Registered: Apr 2002
Posts: 5017
I have a neat idea. P1 could actively monitor the attributes, and actively swap them in the background. The first rule that comes to my mind is to set the most used color to be d800.
2006-08-30 09:33
JackAsser

Registered: Jun 2002
Posts: 1989
@oswald: when you put a new pixel, the check all combinations of color attributing and choose a set that works. If none work, then you have a color clash. And only WHEN you have a true color clash you apply the scheme you have today.
2006-08-30 09:42
Valsary

Registered: Mar 2004
Posts: 11
That's for sure great idea!!! P1 could use 100% of FLI mode posibilities then...same thing you can do with IFLI mode.
2006-08-30 09:43
WVL

Registered: Mar 2002
Posts: 886
Quote: @oswald: when you put a new pixel, the check all combinations of color attributing and choose a set that works. If none work, then you have a color clash. And only WHEN you have a true color clash you apply the scheme you have today.

A scheme would be pretty simple, I even implemented something like this on the C64!!

- first check if there are 4-pixel-rows with 3 or 4 different colors (excluding $d021)
- check which color of that occurs in the most rows
- chose that color for $d800.

f.e.

$d021== black
row 1 - red, green, yellow
row 2 - blue, yellow, purple
row 3 - purple,blue
row 4 - red, purple, yellow

row 3 can always be handled with fli, so we dont look at it
rows 1,2 and 4 have >2 colors (not counting $d021), so one of them has to become $d800

then we start counting :

red is used in 2 rows
green is used in 1 row
yellow is used in 3 rows
purple is used in 2 rows
blue is used in 1 row

-> we pick yellow for $d800, and magically every row can be done. Ofcourse there's lots of situations where you still dont have enough colors, but hey, what can you do :)
2006-08-30 09:44
Oswald

Registered: Apr 2002
Posts: 5017
Jack, the first part of your idea would work, the 2nd would have problems.

the problem is that you couldnt add new colors, coz every new color would be converted into one of the 3(+background) existing ones.

This would need a backbuffer of the colors that were really put down, and a visible layer of the resulted conversions. Pretty much like Timanthes. So far P1 works directly into an emulated c64 memory, and the picture is based on that.

edit: jack, Im not sure if completely understand u, if there's a clash, then reconvert the char ?
2006-08-30 09:57
Jetboy

Registered: Jul 2006
Posts: 212
How about adding sprite layer?
That would probably only work on non-fli modes, but there would be some more posibilities.
2006-08-30 10:06
Oswald

Registered: Apr 2002
Posts: 5017
sprites will come for sure. but before that the screen handling needs a major rewrite. (OOP instead of arrays and support for different sizes)

The biggest headache with sprites is that what should be supported and what not.

ATMO I think 2 modes should be done.

- mode1: each sprite works as a sprite column, so the height is unlimited. This would make ufli modes easyer to handle.
- mode2: sprites works exactly as on c64. you can define up to 256 sprites, freely positionable, max 8 on the same rasterline etc.

both modes would support change of all sprite attributes, mode1 would let all (or most) attributes to be set on a rasterline basis.

2006-08-30 11:48
Jetboy

Registered: Jul 2006
Posts: 212
That would be awesome!

Both modes would have good use.

The second mode would be especialy nice, but there are a lot of problems to solve.

1. It would require custom display routine to be generated for picture. That brings some complication as in some setup changing neccesary sprite properties wouldnt be possible (change all 8 sprites position, mode, color, multicolors, expansion in one line - which may happen to be bad line). It all can be taken into consideration, but it would be titanic work to force editor not to allow such combinations.
2. Two (or more) modes to paint. One - you treat each sprite as separate layer, and must select any given layer to be able to paint on it. You just paint pixels - hard as some sprites/background would be multicolor/hires.
3. it would benice if you could setup sprites position, and sprite number - so you can have multiple sprite data used in different part of the picture - you paint one - and all change. Somewhat like characters and character generators work.

It's alot to think of, and a lot to code, so maybe it is best to wait with those changes after the rest is done.
2006-08-30 12:35
Oswald

Registered: Apr 2002
Posts: 5017
the 2nd mode doesnt implies it has to be saved in a displayable selfcontaining prg. the intention is just to be able to edit any sprite / pic setup, then do ur code on c64.

sprite layer mode should take care of "standard" sprite-gfx mode, including saving a runnable .prg.
2006-08-30 12:45
Jetboy

Registered: Jul 2006
Posts: 212
Yes and no.
It needs to export sprite data somehow - not only sprite definitions, but also colors, modes, positions, etc.

Easiest way would be to do it via self contained prg. That way graphicians wouldnt have to bother coders to implement their ideas which may be impossible.

One idea for restriction is that no 2 sprites can start on the same line. That way there should be enough time to change sprite properties.

edit: Hey Oswald! Those are just ideas im throwing away in hope you catch them. There are no obligations whatsoever, i dont demand anything. If you would use my ideas that would be awesome, if no - that would be excelent too :) Just said that so there is no doubt.


2006-08-30 13:07
Oswald

Registered: Apr 2002
Posts: 5017
:) I know.

'sprite mode1' is to support any weird setup one might need for a demopart. for example to make it possible to edit pictures like the startup pic of deus ex machine. But as a gfx editor I dont think it has to be able to even generate the code necessary to display the picture. It has just to export all the information.
2006-08-30 13:29
Jetboy

Registered: Jul 2006
Posts: 212
Would that mean you will be able to place sprites all over borders? Neat!
2006-08-30 17:38
jailbird

Registered: Dec 2001
Posts: 1576
Oswald, IIRC, you have mentioned implementing screen resolutions over 320x200 - that would be quite useful for scrolling pictures and stuff. Just to keep you reminded :)
2006-08-30 17:51
Tch
Account closed

Registered: Sep 2004
Posts: 512
Totaly off topic,but it sure is good to see Valsary in this thread. 8D

Sorry Oswald,haven´t tried it yet..
2006-08-30 19:00
Oswald

Registered: Apr 2002
Posts: 5017
JB: thats the top prio todo besides minor other ideas.
2006-08-31 06:00
Valsary

Registered: Mar 2004
Posts: 11
Tch: :-)
JB: Good idea with more than 320/200 ...it has always been painfull pixeling more than 1screen pictures with no view of what is on the upper screen.

Anyway, now i just wish this FLI mode to work correctly as i'm sick with Grafix2 and fixing pixel bugs after transfering to real mode. Timanthes seems to work well with FLI after some tests i did yesterday.
2006-08-31 07:56
Oswald

Registered: Apr 2002
Posts: 5017
yeah, never though that in ifli swapping actively attributes is necessary :) /me is not a graphician.. :)
2006-08-31 10:05
Valsary

Registered: Mar 2004
Posts: 11
when it comes to pixel some details or do some antialiasing in IFLI...as far as i remember i always noticed lack of colors.
2006-09-01 18:29
Stainless Steel

Registered: Mar 2003
Posts: 966
Am im blind, or is the editor missing things like drawing lines and boxes an such things ?

2006-09-02 05:44
Oswald

Registered: Apr 2002
Posts: 5017
This editor is targeted on pixel purists. So far none of them needed these functions :) I'll now consider to add them :)
2006-09-02 05:56
Style

Registered: Jun 2004
Posts: 498
yeh, why draw a square with 2 clicks when you can do it with 140?

:D
2006-09-02 06:03
chatGPZ

Registered: Dec 2001
Posts: 11107
i'm really only missing two things:
- flood fill
- cut/paste of rectangular areas

lines of circles and such stuff is pretty useless for serious pixeling imho (not that i am a graphician though :=P)

a kickass addition would be a sprite-grabber
2006-09-02 06:06
Style

Registered: Jun 2004
Posts: 498
BTW, I just tried to run it with Wine (actually, crossover office) and it threw an error about 'Component MBMouse.ocx or one of its dependencies not correctly registered - a file is missing or invalid'.

Any ideas (Groepaz)?
2006-09-02 06:06
Oswald

Registered: Apr 2002
Posts: 5017
groepaz, have u ever checked the toolbar? :)

style, you can hold button and drag the mouse for longer lines, so no 140 clicks.

mbmouse.ocx should be registered like a dll I think. put it into the equivalent of system32 of wine or smth.
2006-09-02 06:11
chatGPZ

Registered: Dec 2001
Posts: 11107
@style: it works for me, cant say more :=P maybe using winetools to install IE and a bunch of other usually present windows components does the trick

@oswald: there is no toolbar for me :=) could be a wine error... (this btw also shows bad gui design - everything should be reachable through a conventional menu too! :))
2006-09-02 06:16
Oswald

Registered: Apr 2002
Posts: 5017
groepaz, lesson learned :) but for the record: there is a fill and rectangular area copy tool ;) will be fixed soon.


mbmouse.ocx is an extra component for Project One, you can think about it as a .dll giving extra functionality for a VB program. it takes care of mousewheel handling for me :D VB doesnt supports it as default. It should be registered and be in system32 or whatever I have not much idea what happens when installing :)
2006-09-02 07:12
Spinball

Registered: Sep 2002
Posts: 87
Oswald: maybe i´m blind but i can´t see any way to adjust zoom without mouse-wheel. would be nice to have some slider or keybord-shortcuts for those of us with 2 year old kids that trash the mouse and rip out the wheel (yes 2 year old kids can do that!!!).


2006-09-02 09:15
Oswald

Registered: Apr 2002
Posts: 5017
In a few days u will have this:

- menu entrys for all the functions
- various keyboard shortcuts
- optimized color attribute usage (valsary)

2006-09-02 10:23
Danzig

Registered: Jun 2002
Posts: 428
@Spinball: When the mousewheel is removed you have to SPIN your BALL then ;)
2006-09-02 10:26
Style

Registered: Jun 2004
Posts: 498
oswald: any chance you can include mbmouse.ocx in the installer?

And can someone send it to me please?

tnx

edit: sok, got it working - just fails to repaint the main screen properly :(

VMware it is then ;)
2006-09-02 11:09
Spinball

Registered: Sep 2002
Posts: 87
Quote: @Spinball: When the mousewheel is removed you have to SPIN your BALL then ;)

it´s an optical mouse, no ball no spin :)

but back to topic.

what about some simple sort of monitor/hexviewer to display or manipulate the virtual c64 memory, especialy load and save could be handy.
2006-09-02 18:13
chatGPZ

Registered: Dec 2001
Posts: 11107
more things i'd love to see

- option to manipulate the color usage in a cell manually (ie, manual editing of background/videoram/colorram). maybe hotkey to cycle through various possible combinations

- in the color picker on right side it would be cool if the colors could be ordered by luminance instead of palette order

- keyboard shortcurs for menu items (this should be easypeasy in VB since you get it for free anyway)
2006-09-03 00:37
Style

Registered: Jun 2004
Posts: 498
when I import pics, red always looks green??

wtf?

I imported a picture of alih and he looked like an alien. After I imported it he looked all green. :)
2006-09-03 01:31
A Life in Hell
Account closed

Registered: May 2002
Posts: 204
There may be reasons for this other than P1...
2006-09-03 03:35
Style

Registered: Jun 2004
Posts: 498
hehehe... picked a random photo and it happened to be you, quetzal and eryk at project 97.

Eryk came out light grey. You looked green. I then chose another photo, and the same thing happened - you looked green.

Weird.
2006-09-03 07:59
Oswald

Registered: Apr 2002
Posts: 5017
play with hue/contrast/saturation. Increasing contrast should remove the green. Also u might to try to set HUE dithering to none. This is a sideeffect of the algorythm used, it is 'good' at bringing out a lot of greens where originally there's just an invisible amount. Also the level when the algo decides wether a color is saturated or not set to really low, so subtle sat is considered as a saturated color. Maybe I could add a slider to let the user to play with that too.

Greens were the hardest to get work, as c64 has no greens at low brightnesses. Also the green/red hue boundary was very hard to set up nicely. This 'bug' is the cost that it doesnt gets photos with grass/leafes into reds.

Spinball: thats a nice idea, how exactly should it work? Have u checked custom load/save ? there u can set all mem locs. Or you mean the 'monitor' should have a load command ?

Groepaz: all of that will be implemented.
2006-09-03 10:01
chatGPZ

Registered: Dec 2001
Posts: 11107
\o/
2006-09-04 14:15
Spinball

Registered: Sep 2002
Posts: 87
Oswald: i thought about a simple monitor that has some comands to display memory and do some simple changes like filling, ora, eor, and bytes ore sequenzes. and load+save for that monitor. i know that the custom save can do that but simple l"file",8000,9000 might be faster and mor flexible in some cases. another fine feature would be to generate assembler frindly listings of a given memory range. example: list 9000-9100 will output something like:

<code>
.byte $10,$20,30...
</code>

with copy+past you can put this in your sourcecode then.
2006-09-04 14:18
chatGPZ

Registered: Dec 2001
Posts: 11107
that sounds like something an external tool can do much better to me :=P
2006-09-04 15:16
Spinball

Registered: Sep 2002
Posts: 87
but if p1 would have some sort of monitor or lets call it console it should be pretty simple to implement.
in combination with the console/monitor it would also be very handy if the memory-adress(bitmap,colorram/screen) of the current cursor/mouse position would be shown somewhere on the screen.
2006-09-04 15:51
Jetboy

Registered: Jul 2006
Posts: 212
@Spinball:

Storing data in external file instead ".byte $xx,..." , and including/linking it is more convinient.

Filling, ora, eor, and might be usefull maybe, but in rare cases - where its so specific external utility seems more appropriate.

"console/monitor it would also be very handy if the memory-adress(bitmap,colorram/screen) of the current cursor/mouse position would be shown somewhere on the screen."

That would be usefull I think.

@Oswald: How about adding some visual version of Censor Design color cycling utility?
2006-09-04 16:51
Oswald

Registered: Apr 2002
Posts: 5017
the monitor idea at the moment is not possible, as the "memory emulation" currently only consists of transfer routines from the "c64 memory" into arrays. I like the ide tho. A simple hex viewer with a stupid command interface (combobox for command selection, 2 textbox for 'from'-'to' addys) is doable in no time. (if the memory model is correct:)

text style output is no problem. Guess the best would be to let the user customize all aspects. The command: '.byte' the number format and prefix: '$, &h, or %' , separator : ', or ;' whatever.

How exactly the censor design stuff works?
2006-09-04 17:03
Jetboy

Registered: Jul 2006
Posts: 212
You define aeras of image with one color, and censor design utility generates fragemnts of code to change color of that given area.

Look at some Wonderland demos, later in the serie. OR there is censor design secret utility disk Secret Censor Tools
2006-09-05 16:52
chatGPZ

Registered: Dec 2001
Posts: 11107
another thing i'd like to see... option to convert to charset+screen+colorram
2006-10-07 21:24
Isildur

Registered: Sep 2006
Posts: 274
I found another error: can't to change color palette higher than $06 (dark blue)!!! (coz i hate ugly palettes ;)
2006-10-08 09:27
Oswald

Registered: Apr 2002
Posts: 5017
isildur, could you be more specific? I dont understand what that bug is.
2006-10-08 13:05
Isildur

Registered: Sep 2006
Posts: 274
after setting palette(by hand) and saving, all colors higher than blue $06 are black, also i tried to edit "Palettes.ini":(

there you have screenshot
http://img141.imageshack.us/my.php?image=paletun7.png

2006-10-08 13:08
Isildur

Registered: Sep 2006
Posts: 274
@Oswald: hmmmm... it looks like P1 doesn't save all the data
2006-10-08 13:29
Oswald

Registered: Apr 2002
Posts: 5017
ugh, must be something trivial that I have missed in the code, sorry :)

I must admit that part is the newest, and wasnt really throughoutly tested. I will fix this soon.
2006-10-08 13:30
Oswald

Registered: Apr 2002
Posts: 5017
hm without checking the code it must be a missing '1' where the number should be '16' :)
2006-10-08 16:01
Isildur

Registered: Sep 2006
Posts: 274
thanks, I'll be patient :)
2006-10-08 16:48
chatGPZ

Registered: Dec 2001
Posts: 11107
just thought i'd mention it... with wine 0.9.22 the latest project one seems to work (didnt test it much, but atleast it starts up and let me import a picture). hooray \o/
2007-01-31 08:04
jailbird

Registered: Dec 2001
Posts: 1576
Come on Oswald, I need a version where I could pixel pictures bigger than 320x200! Pretty please! \:D/
2007-01-31 08:25
Oswald

Registered: Apr 2002
Posts: 5017
its halfway through, undo and save/load to c64 formats is not supported only in 320x200, also there's no gui to change the dimensions :) another new thing is that you can set different pixel aspect ratios from 1:1 to 2:2 it can be anything.
2007-01-31 16:34
null
Account closed

Registered: Jun 2006
Posts: 645
how about an 'Export to .prg' option, so you can just save it as a c64 executeable...?

------------------------------------
Knoeki/DigitalSoundsSystem/Majestic Wizards.
2007-01-31 17:57
Oswald

Registered: Apr 2002
Posts: 5017
its on the todo list, but lazyness prevented me in the process :)
2007-01-31 18:38
null
Account closed

Registered: Jun 2006
Posts: 645
and I suddenly thought up something else... how about a few extra tools? line-tool, circle-tool, etc.

------------------------------------
Knoeki/DigitalSoundsSystem/Majestic Wizards.
2007-01-31 19:20
Bizzmo
Account closed

Registered: Mar 2005
Posts: 82
..."Mirage" Tool! ;-)
2007-02-21 13:14
korshun
Account closed

Registered: Apr 2002
Posts: 11
Hey, Oswald - a great tool , indeed.
Although I hasn't read the whole thread, I just have to mention, that the missing shortcuts don't hurt much, but Ctrl+Z would be vital. :- /

Furthermore it crashes for some reasons when editing the brush. And it closes down without displaying any error message.

The converter : perhaps there is a need for a user scalable color-schemes for converting color fades?
OK. how should I explain, what I mean ? *thinking*
An example: A "blue fade" in the imported bmp will be converted to the c64 colors
blue - violet - light blue - turquoise - light green - white
But I would prefer a dark grey between blue and violet ... OK . never mind . It was just an idea .
2007-02-21 14:01
Oswald

Registered: Apr 2002
Posts: 5017
I get what you mean by the converter idea, I was thinking of it aswell, but scrapped the idea as I thought noone would use it :)

the brush... strange behaviour, no1 reported so far this one. I have no idea maybe try to remove xp themes, or whatever thing you might have installed most other ppl dont use.

atmo I dont have time for p1, but I'll get back to it after Breakpoint.
2007-02-21 14:09
Scout

Registered: Dec 2002
Posts: 1568
I reported in the comments P1 doesn't work with Vista (Ultimate).
I'm investigating this and things point to the new msvcrt.dll shipped with Vista.

2007-02-21 14:21
korshun
Account closed

Registered: Apr 2002
Posts: 11
After bp? hmmm .. looking forward. Will you first include the discussed sprite exporter then?

To the crashes : it is not reproducable, p1 crashes from time to time, but not everytime..

another suggestion might be to enable importing psd files?
2007-02-21 14:32
Scout

Registered: Dec 2002
Posts: 1568
Okay, Project One WORKS in Windows Vista!

The problem, in my case, was that v0.5 was installed in a directory with a previous version of Project One (with obsolete DLL's).

Message to all: do an install in a CLEAN directory!
2007-02-21 17:48
Oswald

Registered: Apr 2002
Posts: 5017
thanx scout, now thats a relief, the first time in my life I'm thankful for something for MS :)
2007-02-21 17:58
Oswald

Registered: Apr 2002
Posts: 5017
Gournment, importing .psd files is way over the editor's scope and goal and my programming capabilities). try timanthes (Timanthes) that might suit more your needs. or try use copy paste the picture instead of loading .psd directly :)

the date of sprite support gone out into the invisible future, as the task is much more complex than I thought, and even the speed (slowness) of visual basic seems to be limiting here.
2007-02-21 19:51
algorithm

Registered: May 2002
Posts: 702
Good tool osward, Would be good if you can get rid of the ufli bug. Sprite date seems to be overlaid rather than underlaid, etc etc. but none the less good start.
2007-02-21 19:57
korshun
Account closed

Registered: Apr 2002
Posts: 11
Ok. It was just an idea ^^ despite the random crashes P1 is great and I will keep on using it for pixeling, as I'm no Lamer With Conversiontools .. :-P
2007-02-22 15:48
korshun
Account closed

Registered: Apr 2002
Posts: 11
another problem occured :
when using another background color than black, the pixeling in it with using left or right mouse button does adding this color to the 3 block colors. so the only way of using the background color is backspacing ...
2007-02-22 16:22
Oswald

Registered: Apr 2002
Posts: 5017
gourment, uncheck the "4th color replaces" option and see if it helps. if not please try to be more specific. a screenshot with before putting the pixel which causes the bug and after would be helpful with the whole character in it, and the used colors window.
2007-02-22 16:26
Oswald

Registered: Apr 2002
Posts: 5017
algorithm: ufli mode is only a result of experimenting with the converter code. the mode is only "virtual" no pixels can be set, and the bug of the spr layer caused by skipping the extra problem of dealing with priority ;)
2007-02-22 22:17
Ben
Account closed

Registered: Feb 2003
Posts: 163
@Gourment w.r.t. 2007-02-21 14:14 post. You mean a colorramp. Check Lars' Timanthes, AFAIK that will let you do stuff like that.

<edit>Not to discourage you in any way, Oswald. Keep up the good work.</edit>
2007-02-23 01:09
jailbird

Registered: Dec 2001
Posts: 1576
Guys, please note that P1 is much more a handpixelling tool and less an image manipulation utility, and I really hope it will never grow into a bloated and buggy PS-clone. It has way more a C64 pixel-artist could ever need and from now on I would like to see Oswald working a lot on the stability - making P1 a really robust release, and much less on stuffing more cream into it which could only burst its core at the end. In the beginning of P1, I was trying to give some advices to Oswald regarding the common practices of C64 pixel artists who grew up beside Koala, Art Studio, Amica Paint, Zooomatic, Face Painter, Gunpaint and similar poor and hard-to-use C64 utilities. All I wanted was put/pick pixel, change color, zoom, brushes, a 320x200 (or optionally higher resolution) grid with different mode-limitiations... Nothing wrong with the high level of functionality as it might be very useful and it definitely has its own audience. I'm saying all this from the perspective of a so-so pixel purist, and IMHO, P1 should aim the position of the ultimate C64 related handpixelling PC software and leave the other side of the business to the tools that are designed in a different manner.
2007-02-23 07:40
JackAsser

Registered: Jun 2002
Posts: 1989
Quote: Guys, please note that P1 is much more a handpixelling tool and less an image manipulation utility, and I really hope it will never grow into a bloated and buggy PS-clone. It has way more a C64 pixel-artist could ever need and from now on I would like to see Oswald working a lot on the stability - making P1 a really robust release, and much less on stuffing more cream into it which could only burst its core at the end. In the beginning of P1, I was trying to give some advices to Oswald regarding the common practices of C64 pixel artists who grew up beside Koala, Art Studio, Amica Paint, Zooomatic, Face Painter, Gunpaint and similar poor and hard-to-use C64 utilities. All I wanted was put/pick pixel, change color, zoom, brushes, a 320x200 (or optionally higher resolution) grid with different mode-limitiations... Nothing wrong with the high level of functionality as it might be very useful and it definitely has its own audience. I'm saying all this from the perspective of a so-so pixel purist, and IMHO, P1 should aim the position of the ultimate C64 related handpixelling PC software and leave the other side of the business to the tools that are designed in a different manner.

@Jailbird: I completly agree, although it's completly up to Ozzie. ;)

2007-02-23 14:11
Mace

Registered: May 2002
Posts: 1799
When I want to open a file in P1, only files with JPG extension are displayed in the open-file-dialog.
There were other supported formats in the directory, though.

Something I did wrong?
2007-02-23 16:54
algorithm

Registered: May 2002
Posts: 702
I believe each type of graphic mode needs a different type of user interface particularly in comparison with standard/interlaced/sprite overlay modes. Therefore would be better to concentrate on (for example) non interlaced non sprite overlay modes as one GUI program, etc etc

Most interlace editors have 1 hires pixel per color, but this would look different on the c64 two hires pixel rectangular color sections would overlap, etc

2007-02-23 20:55
Oswald

Registered: Apr 2002
Posts: 5017
mace, on the bottom of the file dialog you can see that how is the directory filtered, if its *.jpg and you cant select any mode that shows all picture files then its my mistake :)
2007-02-23 20:58
Oswald

Registered: Apr 2002
Posts: 5017
algo, all native c64 editors represent interlace as 320x200 so no prob with doing it like that imho.

and yes modes with sprites would need a gui which makes it easy to decide wether the user wants to set a sprite or bitmap pixel.
2007-03-12 21:24
Archmage

Registered: Aug 2006
Posts: 185
Ok, I'm totally new to c64-gfx so excuse my ignorance. I've just done a logo in FLI, but when I save it as .prg and try to run it in VICE the screen is dark. Ok. From skimming this thread I understand that this is how it is and should be, and that an executable/showable .prg mode is on its way. At present, though, is there any other easy way of making my FLI executable? Any helpful hints are appreciated. I really love P1 btw, and I really want to get on with transfering my gfx to disk. Thanks!
2007-03-13 07:13
Oswald

Registered: Apr 2002
Posts: 5017
archmage, executable prgs are on the todo list (since a year or so:). All c64 format prgs are saved in the binary non executable format you can find in P1's helpfile. Send me your pic and I'll make it executable :)
2007-12-14 07:10
null
Account closed

Registered: Jun 2006
Posts: 645
Some ideas...

1) Line tool... please?

2) Hires save files are currently screwed up with colourbanks, although there is a quick hack available.

3) Selection tool occasionally screws up, especially when zoomed out. Also an option for this to choose between copy and move would be nice :_)

4) Wine support... maybe some .dll errors can be included with the app? ( it crashes with a .dll error... )


------------------------------------
http://zomgwtfbbq.info
2007-12-14 10:12
chatGPZ

Registered: Dec 2001
Posts: 11107
knoeki: P1 works fine in wine.... install "winetools", and then install *everything* it has to offer (not the additional applications ofcourse). to make it work right you will atleast need all the fonts, a dozen dlls, some frameworks, and probably IE too =P (yes its a mess, windows hooray)
2007-12-14 11:14
Stainless Steel

Registered: Mar 2003
Posts: 966
Lines, boxes, circles etc would be a great improvement.

Also as knoeki said move/copy and if the selection would be visible not only in superzoom mode.

2007-12-14 21:44
Oswald

Registered: Apr 2002
Posts: 5017
@knoeki

1,2: todo list.
3: how ? I know only of the bug that it garbages the display

atmo, I'm quite unmotivated so dont expect anything. atmo it is 'halfway' through supporting plus4/vdc and editing more than 1 pic at a time.
2008-03-08 19:12
null
Account closed

Registered: Jun 2006
Posts: 645
Another feature request and a bug report...


Feature request: would be nice if the move tool would support selecting a few pixels at the time, instead of only whole characters.

Bug: if you try to import something that is not an image, the program will crash.

Also, sometimes when you scroll ( using the scrollbars on the bottom and right ) only the grid scrolls, not the whole picture.


Plus/4 support and multiple pictures sound cool! I hope there will be a new version soon :_)


oh, btw, in the current version, with the converter I miss the option to disable colours ( which was in an earlier version ). I know it is possible to make palettes, but it doesn't really work the same.

------------------------------------
http://zomgwtfbbq.info
2008-03-09 04:47
Yazoo

Registered: Nov 2006
Posts: 227
dtv, dtv, dtv... :) plzzzz
2008-03-09 11:40
null
Account closed

Registered: Jun 2006
Posts: 645
Quote: dtv, dtv, dtv... :) plzzzz

oh yes! that'd be nice too :_)

------------------------------------
http://zomgwtfbbq.info
2009-12-02 21:24
Ninja

Registered: Jan 2002
Posts: 404
For a wine howto, read here. (Note: Needs recompiling wine at the moment, so the howto is at the moment for ppl not afraid of such tasks)

2010-01-12 12:04
Isildur

Registered: Sep 2006
Posts: 274
Where can i find previous version of P1, which i like most? (v0.2?)
2010-01-12 14:31
chatGPZ

Registered: Dec 2001
Posts: 11107
Quote:
For a wine howto, read here. (Note: Needs recompiling wine at the moment, so the howto is at the moment for ppl not afraid of such tasks)


it uses WSH ? seriously? LOL
2010-01-12 17:11
Ninja

Registered: Jan 2002
Posts: 404
Quoting Groepaz
it uses WSH ? seriously? LOL


Heh, you don't wanna know what for :D
2010-01-12 18:41
Oswald

Registered: Apr 2002
Posts: 5017
it's used to do file exists checks. had no idea those lines invoke a whole scripting system :) a new "version" has this ironed out.
2010-01-12 18:42
Oswald

Registered: Apr 2002
Posts: 5017
*double deketed*
2010-01-12 20:30
Carrion

Registered: Feb 2009
Posts: 317
BTW Oswald:
Is there posibility you will release sourcesto P1?
I'm interested in some parts of your code to my (portable tool) project ;)
2010-01-13 10:17
Archmage

Registered: Aug 2006
Posts: 185
Oswald? New version you say? :)
2010-01-14 08:02
Isildur

Registered: Sep 2006
Posts: 274
Oh yeah! New (stable) version, it would be nice.
Finally i've found previous version of P1 :)
http://rapidshare.com/files/335046835/-____Project_One___-.rar
2010-01-14 23:42
d0c

Registered: Apr 2006
Posts: 186
so this is better than the v0.5 version?
2010-01-15 07:22
Isildur

Registered: Sep 2006
Posts: 274
For me, yes. It's simple and stable - all i need :)
2010-01-15 09:12
Ed

Registered: May 2004
Posts: 173
Project One works under Windows 7, which is great. It should work ok under Parallells and VMWare also, I have not had the time to test it properly yet.

The Rapidshare file was a joke. Get lots of runtime errors while using it. Not even worth the bother.
2010-01-15 12:14
Isildur

Registered: Sep 2006
Posts: 274
@ED, i'm using it under XP, no issues noticed.
Try to install P1 0.5, and then just overwrite with the content from old version, should work.
2010-01-15 16:31
Oswald

Registered: Apr 2002
Posts: 5017
nice find, I have already forgot about this one. I only remembered the very first which had all stuff in one window :)) is it really more stable ?

edit: btw would help if people would send error reports how to reproduce, etc. I dont have time/motivation to set thousands of pixels to test the bitch :)
2010-01-15 18:11
Isildur

Registered: Sep 2006
Posts: 274
@Oswald, as you wish ;)
Look at this(always the same result-"run-time").
I think, unchecked "white" is the problem and (maybe) the unchecked colors from second row.



2010-01-15 18:46
Oswald

Registered: Apr 2002
Posts: 5017
thanks, but unfortunately I dont even have the source for this old version, also its official support has stopped long ago ;)
2010-01-15 18:52
Isildur

Registered: Sep 2006
Posts: 274
Ok, so im going to molest 0.5, prepare for massive report ;)
2010-01-15 22:13
Oswald

Registered: Apr 2002
Posts: 5017
oh dont do that either. yet:) I'll release the current "new" version soon, just let me work out how to add automatically some error handling to each procedure :) then we'll know atleast where it crashed, and a bit more description.
2010-01-15 22:47
d0c

Registered: Apr 2006
Posts: 186
good to hear a new version is coming, looking forward to it. this is a great gfx app, keep up the good work :)
2010-01-15 23:07
Oswald

Registered: Apr 2002
Posts: 5017
http://noname.c64.org/csdb/release/?id=86776&show=review

ok, its out :P. I had a lot of trouble with p1 since the last release, so much, that the best thing about this "new version" is, that I have a working source again :D (I have abandoned p1 for a long time because the source crashed the editor at compile time...)

there have been a lot of changes, but 90% of them is invisible to the user. most of the changes is ugly code removed, reworked, different mechanisms to do the same thing, etc.

please dont bomb me with feature requests, but I'll try to fix all errors reported.

Isildur spur me into releasing this, so he will test the latest one ;)
2010-01-16 00:25
Ed

Registered: May 2004
Posts: 173
Oswald! Thank you... Installing as I write :)
2010-01-16 10:50
Joe

Registered: Apr 2002
Posts: 224
I noticed one small detail though: The image is cropped of 2 pixels in the last lines when zoomed to 1:1.
2010-01-16 12:43
Isildur

Registered: Sep 2006
Posts: 274
Can't run this one :(
(Entry point not found <- my direct translation - i'm not sure because i have polish version of XP)


i have newest gdiplus.dll installed.
2010-01-16 13:15
Oswald

Registered: Apr 2002
Posts: 5017
welcome to DLL Hell :)

to get that working you should replace all instances of your gdiplus with the one provided.

why? because my source uses reference file, which works only with the old dll (thats why it does not find the entry point with the latest gdiplus dll), and I dont know how to create this reference file. Secondly, Windows S U C K S and its fucking complicated to have it use a specific DLL :)

I had to do that aswell, so here's some help: google for the 'unlocker' tool, which will help you delete files protected by windows. well, atleast under XP it helps, never did this on Vista or Win7...

In the meantime, I'll ask some help to get the reference file for the latest gdiplus.dll, or atleast a howto :)

... or I can remove the contrast/hue/brightness/saturation from the converter because thats the functionality gdi+ is used for.
2010-01-16 13:52
Isildur

Registered: Sep 2006
Posts: 274
Thanks, works fine for now.
2010-01-16 14:42
Oswald

Registered: Apr 2002
Posts: 5017
Quote: I noticed one small detail though: The image is cropped of 2 pixels in the last lines when zoomed to 1:1.

it does both vertically and horizontally but only 1-1 pixels. fixed. I had some stupid width-1 height-1 lines god knows why :)
2010-01-16 17:16
Oswald

Registered: Apr 2002
Posts: 5017
uploaded new archive. 1 pixel crop bug fixed, unusable modes are now hidden, and an even more robust error handling is added. it will tell you the exact module/procedure/line where it crashed, and you may try to ignore the error.

BTW, you can now edit in other sizes than 320x200, but I/O is not supported. just find the 320 and 200 values in project_one.ini, and modify them. dimensions must be a multiply of 8, tho.
2010-01-17 12:47
Isildur

Registered: Sep 2006
Posts: 274
[Newest build] Dithering with ALT key (my favourite function) seems not to work anymore.
2010-01-17 13:39
Oswald

Registered: Apr 2002
Posts: 5017
fixed & upped
2010-01-17 14:21
Isildur

Registered: Sep 2006
Posts: 274
Current build welcome screen ;)
(bloody sunday)
2010-01-17 14:27
Oswald

Registered: Apr 2002
Posts: 5017
try to change aratiox & aratioy both to 1 in project_one.ini.

edit: shit my mistake they are indeed 0 in the .zip. new archive upped.
edit2: changing the aspect ratio within p1 will cause bugs. restart or changing it in the ini before running solves it tho.
2010-01-17 17:13
Isildur

Registered: Sep 2006
Posts: 274
Ok, but ALT-key dithering (brush dither too) isn't working.
Don't worry, take your time :)

2010-01-17 18:06
enthusi

Registered: May 2004
Posts: 675
ever considered a complete rewrite (in a portable language) ?
;-)
2010-01-17 18:27
Oswald

Registered: Apr 2002
Posts: 5017
Quote: Ok, but ALT-key dithering (brush dither too) isn't working.
Don't worry, take your time :)



alt key dith should work now, it still does not ? I see the brush problem...
2010-01-17 18:30
Oswald

Registered: Apr 2002
Posts: 5017
Quote: ever considered a complete rewrite (in a portable language) ?
;-)


more than once, the biggest problem is my lack of knowing portable languages :) all the'modern' programming practices I have learned is through this editor. I dont know C, java, or how to make a portable GUI, etc etc.
2010-01-17 19:00
enthusi

Registered: May 2004
Posts: 675
well, python is a very straight powerfu language with (real) simple GUI code possible...
2010-01-17 19:49
Oswald

Registered: Apr 2002
Posts: 5017
I'll look into it someday. :) p1 is some 14000 lines atmo ;)
2010-01-17 21:12
Isildur

Registered: Sep 2006
Posts: 274
Alt key dith is working fine now :)
Thank you.
2010-01-17 22:12
Oswald

Registered: Apr 2002
Posts: 5017
brush fixed & upped aswell. keep 'em coming ;)
2010-01-17 22:34
Isildur

Registered: Sep 2006
Posts: 274
status report:
brush&alt dith not working this time ;)
Checked twice...
2010-01-17 22:50
Oswald

Registered: Apr 2002
Posts: 5017
your exe timestamp is 2010.01.17. 23:00 ? :) works for me, I have dl the zip, and the exe inside works aswell. try a clean start so that the last mode used was koala. hires modes will not like dither, because of the restrictions.
2010-01-18 06:06
A Life in Hell
Account closed

Registered: May 2002
Posts: 204
Quote: ever considered a complete rewrite (in a portable language) ?
;-)


Hey, there is VB compilers for linux these days, and at least 2 that I know of for mac os x. for srs.
2010-01-18 07:19
Isildur

Registered: Sep 2006
Posts: 274
Works perfect now :)
2010-01-21 11:34
Isildur

Registered: Sep 2006
Posts: 274
Custom save issue:
2010-01-21 12:12
Oswald

Registered: Apr 2002
Posts: 5017
thats actually several issues:

- one variable has been changed to integer instead of string in most of the other parts of the code, except here. thats why you get type mismatch. _you can safely ignore it_, it's code used to set up the window's title.

- custom load/save will always behave based on the 'custom screenmode' setup (nr of screens, etc) instead of the current mode.

- I should realize my plans to make all screenmodes a custom one: user can configure nr of screens, memory setup and give it a name. save it in the config. done. a lot of stupid hardwired I/O routines can go then.

ps: glad to see the error handling works nicely and helps a lot in debugging.
2010-02-10 18:55
Isildur

Registered: Sep 2006
Posts: 274
There is a little problem with CTRL+R/LMB fill. It works only in the first grid column from the left.
Also, eveytime, when i open the gradients window for the second time i can see the P1 doesn't save the settings and inserts black and gray colours.

Cheers, Isildur
2010-02-11 06:11
Oswald

Registered: Apr 2002
Posts: 5017
give me a few days :)
2010-02-22 09:22
Isildur

Registered: Sep 2006
Posts: 274
Hi, how it's going? Any progress? :)
2010-02-22 11:28
Oswald

Registered: Apr 2002
Posts: 5017
looking at it:

- can not reproduce this exact fill bug. exact steps from a clean startup ?
- the preset handling in the gradients needs a major cleanup, wip.
2010-02-22 19:07
Joe

Registered: Apr 2002
Posts: 224
Damn it!

I really want a feature of adding sprites on top of the Multicolored images or Hires in desired layout. Not that fancy as of "many" color options, but rather as a total.
I don't care that much for FLI unless it handles the FLI-bug, and I don't care for the flickery madness, that's so 90:is? And Hires could well do proper things when imagined loading them from disk fast as hell... Ok, so I made Clouds.

Imagine Multicolored sprites put aside of the hires image in three fixed colors. Or single colored sprites on top of a Multicolored image. Or both expanded, turning the borders alive like one of these images:
Collector
Rebound

If I only had the time to learn how to code...
2010-02-22 19:46
Carrion

Registered: Feb 2009
Posts: 317
joe:
regarding the sprites over hires/multi/whatever just start using Timanthes. You can have layers.
say hires layer on top of multicolor layer or other way around. fli/no fli as you wish...
converting the layers to hires/multicolor is again just few clicks away... and it works just fine despite what people say here on the forum.
2010-02-22 19:52
Joe

Registered: Apr 2002
Posts: 224
Thanks Carrion: I guess I'm a complete idiot and demands Mirage to write a instructions manual to a complete jerk like me. I simply don't understand that guys program. But Oswald's is simply plug and play :D
2010-02-22 20:53
Oswald

Registered: Apr 2002
Posts: 5017
Joe, I do realise it would be a great feature, but I lack motivation because it can be very complicated: think of overlapping sprites, with mixed backgr priorities, how the user interface should work to pick a sprite to edit (what if its completely behind another?), should there be more than 8 sprites per line allowed, if so how sprite priorities would work? etc.

one fixed spritelayer in fixed mode/colors/priority would be simple tho. exporting sprites from it can be flexible too, support to place the sprite cookie cutter wherever you want would be simple.

one step further would be to allow for non overlapping sprites with different modes/colors, this would need not much more extra complexity, as behind the scenes this would be just one layer too, we're just changing the screen draw settings based on where we are.

one more thing: multicolor sprite pixels should be lined up with multicolor bitmap pixels (even if a sprite is in hires) to keep it simple.

2010-02-22 21:01
Oswald

Registered: Apr 2002
Posts: 5017
btw I think saving only one gradient setup would be enough. It's a feature very rarely used I think. Thoughts? can I trim it back to that? (and kill all the messy/buggy code handling it:)
2010-02-22 21:05
Joe

Registered: Apr 2002
Posts: 224
8 sprites per line, expanded or not, hires or not. border or not.
Very static, perhaps just a vague choice of position if specified as "standard". That would be lovely (left or right but mainly the whole que, not sprite overlaying sprite overlaying background).
I know about the priority bit, so why bother, let em be on top simply (hm, hires, yeah, sure how to...) Regulations is the key, really, at least for me.
No funk just play.
2010-02-22 21:06
Joe

Registered: Apr 2002
Posts: 224
"Grid-positioning"*
2010-02-22 21:17
Oswald

Registered: Apr 2002
Posts: 5017
so any color / mode / priority / place / nr, but NO overlapping would be fine? (place would be restricted in X as told before)

border is no problem, can do any size pictures (dividable by 8) its just not offered in the gui yet (no I/O support either), so it would be up to the user to layout the thing correctly.

edit: support to layout grids would be no problem, but user could place them freely aswell, unless no overlap.

edit2: dont hold your breath tho, we're just talking of what would be the needs, then I may slowly start working on it.. or not... sorry, motivation... :/
2010-02-22 23:58
FATFrost
Account closed

Registered: Sep 2003
Posts: 211
Oswald, just hand over the goods!! We know you can do it and do i really have to invoke the 'well i bet Crossbow couldn't make an editor for Pc in 64k' type sentence do i? ;)

2010-02-23 02:53
Deev

Registered: Feb 2002
Posts: 206
I agree with completely Joe, that would be very useful.
2010-02-23 10:09
Isildur

Registered: Sep 2006
Posts: 274
All i need is CTRL+ fill/change colour :)
2010-02-23 10:27
Oswald

Registered: Apr 2002
Posts: 5017
oh shit, I get it now. I call it the color replace function, its not strictly a fill :) ok I can reproduce the bug now.
2010-02-24 08:29
Isildur

Registered: Sep 2006
Posts: 274
Thank you.
2010-02-24 15:45
Joe

Registered: Apr 2002
Posts: 224
Replace color? Lovely, I used to save the file as koala to do that with the function in Drazpaint.
2010-02-24 18:01
Oswald

Registered: Apr 2002
Posts: 5017
RTFM :)

ctrl + right/left mousebutton = replace color under cursor with the color assigned to the button. (works inside char)

shift+right/left mousebutton = pick color from under cursor

alt+right/left mbtn = drag the mouse and it will draw 50-50% dither.

or smth like that, cant test it now.

edit: as isildure reported replace does not work in the latest one, bugfix will be upped tommorow. oh and btw hires converting is fucked up too, did not check if drawing works correctly.
2010-02-25 00:18
FATFrost
Account closed

Registered: Sep 2003
Posts: 211
Thanks for hard work Oswald! :)
2010-02-25 16:04
Oswald

Registered: Apr 2002
Posts: 5017
thank you :)

Isildur's bugreports are now fixed, I have replaced the zip at P1 v0.6 on csdb.


Converting to hires is bugged atmo DONT USE IT! Drawing hires is ok. must be a very trivial stupid bug, but couldnt find it yet.
2010-02-25 21:11
algorithm

Registered: May 2002
Posts: 702
Ah yes. the nybble swap bug? it must be trivial to fix that. btw. great tool :-)
2010-02-26 21:06
Isildur

Registered: Sep 2006
Posts: 274
That's all, can't go further :(

2010-02-27 18:39
Isildur

Registered: Sep 2006
Posts: 274
Another strange thing (previous version).
Multicolor with single pixels :)



Still can't run newest build. Any idea why?
2010-02-27 21:08
chatGPZ

Registered: Dec 2001
Posts: 11107
Quote:
Isildur's bugreports are now fixed, I have replaced the zip at P1 v0.6 on csdb.

and i advice you to use some sort of vcs, and read rule # V.7.9 *sigh*
2010-02-28 16:01
Oswald

Registered: Apr 2002
Posts: 5017
Isildur,

try again please, .zip replaced again.

The new bug you found, is just a misalignment on the display, picture data remains o.k., change zoom with mousewheel and it will fix "itself". I hope in the new version its gone. I have already spent some time fixing it.

Groepaz,

I have no better solution for filehosting I think this can be an exception from the rules, or tell me a better one if you can please. I dont want to litter csdb with ten zillion versions.
2010-02-28 19:59
chatGPZ

Registered: Dec 2001
Posts: 11107
i dont have a good solution for this either ... wouldnt some random free web hosting thing do the trick?
2010-02-28 20:51
Oswald

Registered: Apr 2002
Posts: 5017
I have tried a few before upping this one to csdb, from a googled "X best filehosting list". All of them wanted to hook you on spamlists & drown you and the downloaders in commercials & having to find the dl link for mintues / would be only usable if you pay, all the usual shit, took half an hour from my life, then I realised csdb's size limit got moved up. :)
2010-02-28 20:53
chatGPZ

Registered: Dec 2001
Posts: 11107
doh, why didnt i think of it before - did you try untergrund.net ? it provides spam-free webhosting for sceners :) (i am using it myself for magicdisk.untergrund.net ... doh again)
2010-02-28 21:17
Oswald

Registered: Apr 2002
Posts: 5017
ah, nice pointer. thanks. registration sent. :)
2010-03-01 11:19
Isildur

Registered: Sep 2006
Posts: 274
Not yet :(


also (Division by Zero):
Error# 11 at Project_one.PrevWin.Form_load line: 146
Error# 9 at Project_one.Convert.Mc_Attrib line: 100
and errors in Line:124, 132, 142, 150, 158, 160, etc...

2010-03-01 14:47
Oswald

Registered: Apr 2002
Posts: 5017
I'm sorry for your inconvinience. try with a freshly downloaded projectone.ini please. I suspect it might be that in the ini you PW and PH is set to 0 ? (picture width, picture height) Correct values should be 320x200, or anything above 0 and dividable by 8. (dont make it too big tho)

edit: dont kill the old ini please, send it to me if this solves the problem so I can make the code more foolproof.
2010-03-01 19:41
Isildur

Registered: Sep 2006
Posts: 274
Yes, PH i PW was set to 0. With 320x200 still can't run P1, but now, there's only one error:
Error Number 6 at Project_One.Draving.AccesSetup Line: 106

+"Overflow" and "Division by zero" (almost randomly).
2010-03-02 04:40
Oswald

Registered: Apr 2002
Posts: 5017
have you replaced the ini ? smells like some other more bad settings. here are a few that may cause this (I see no division at line 106 here, so I have to guess):


previewzoom=200
BaseMode=1
GfxMode=koala
resodiv=2
flimul=8
xflilimit=0
bmpbanks=0
scrbanks=0
resodiv_cm=2
flimul_cm=4
xflilimit_cm=24
bmpbanks_cm=0
scrbanks_cm=0
lastloadpath=
lastsavepath=
lastloadname=D:\mine\pics\Error23\saw.kla
lastsavename=
lastloadfilterindex=1
lastsavefilterindex=1
picture_width=320
picture_heigth=200
testpic.resodiv=2
testpic.resodiv_cm=2
basemode_cm=1
2010-03-02 07:22
Isildur

Registered: Sep 2006
Posts: 274
I've replaced the ini from newest build, but still the same problems. Could you post your complete working version?
I assume you have one :)
2010-03-02 09:44
Oswald

Registered: Apr 2002
Posts: 5017
bad news is, that this bugged one is the "complate latest working version". it works for me as it is. I'll go trough it tommorrow (working today all day).
2010-03-15 13:05
Isildur

Registered: Sep 2006
Posts: 274
Any good news?
2010-03-15 16:20
Oswald

Registered: Apr 2002
Posts: 5017
sorry, I got lazy :/ please send me your current p1 dir in a zip to: waskomo at gmail no-spam com, remove obvious nospam text, add obvious @ and dots. In the meanwhile Edhellon will check if he can get the current version to work on a p1 virgin windows.

btw, groepaz thx for the tip, I got an account :)
2010-03-15 20:25
Oswald

Registered: Apr 2002
Posts: 5017
ok, the provided ProjectOne.ini is fucked up, sorry O:-). If you're in a hurry here is what to fix to what:

previewzoom=100
zoomscale=8
aratiox=1
aratioy=1
picture_width=320
picture_height=200

I'm working on some code now which will check on these and correct them if wrong, before a new build.(I also have a cool new bug to fix:)
2010-03-15 21:41
Oswald

Registered: Apr 2002
Posts: 5017
latest zip is up in its new home. thanks to Groepaz, and to the guys behind untergund.net.

ftp://ftp.untergrund.net/users/oswald/p1_0.6.zip

edit: Isildur, keep the bugreports coming ;)
2010-03-16 07:21
Isildur

Registered: Sep 2006
Posts: 274
:D
Not even betterr:



can't get further ;)
2010-03-16 08:00
Oswald

Registered: Apr 2002
Posts: 5017
doh, that means this time only the converter failed. added missing file, check again. you have to set the file's location manually, in the converter on the color tables tab. thats again something to fix in the code later.
2010-03-16 10:35
Isildur

Registered: Sep 2006
Posts: 274
Finaly, P1 works! :D
At the first time P1 doesn't convert the image. You have to reopen it.
2010-03-16 10:42
Oswald

Registered: Apr 2002
Posts: 5017
Quote: Finaly, P1 works! :D
At the first time P1 doesn't convert the image. You have to reopen it.


great :)

hoped this cbug only happens to me :D it actually does the conversion, just there is no visual feedback, guess that doesnt makes you more happy :) actually just am tracking that one.

I have also tracked down an ugly bug which caused hires conversion totally fuck up.

new zip today probably.

edit: if you encounter a situation while pixeling when p1 allows for too many/not enough colors please use the debug function and send the file generated to me.
2010-03-16 13:20
Isildur

Registered: Sep 2006
Posts: 274
it was pain in the ass when i couldn't set more than one color in the multi 8x8 field.
2010-03-16 19:16
Isildur

Registered: Sep 2006
Posts: 274
In hires mode, it is possible to use max 2 colors + bckgr color in 8x8 field :)
2010-03-17 10:52
Oswald

Registered: Apr 2002
Posts: 5017
cant reproduce, I can only have two colors in a 8x8 block. please send screenshot & debug file, if possible a description on how to get 3 colors in one block.
2010-03-17 18:13
Isildur

Registered: Sep 2006
Posts: 274
Where can i find debug file?

Proof:


It's possible when 8x8 is filled with one color after conversion.

now, i've found something like this after conversion:


2010-03-17 19:53
Oswald

Registered: Apr 2002
Posts: 5017
put the cursor over the buggy char and press ctrl+d, then p1 will save a debug file and tell you its location.

it would be tho better if possible if you can send me a picture and tell me the exact steps on how to put more than 2 colors into a char :)

I could not do it even if trying on a one color 8x8 are after conversion.

its not like I dont believe you, but cant fix a bug until I cant reproduce it.
2010-03-17 21:59
Isildur

Registered: Sep 2006
Posts: 274
procedure sent :)
2010-03-26 08:46
Isildur

Registered: Sep 2006
Posts: 274
bump
2010-03-26 12:41
Oswald

Registered: Apr 2002
Posts: 5017
hires bug got fixed and I have changed to a new dll (responsible for hue/contrast etc in the converter window). I was lazy to up the new 'version'. Late today, or tommorow it wiil happen and a new post here. :)
2010-03-26 14:14
Isildur

Registered: Sep 2006
Posts: 274
Great, thanks
2010-04-12 10:54
Isildur

Registered: Sep 2006
Posts: 274
Don't want to be annoying M*F*, but i can't wait to see working P1 ;)
2010-04-12 11:21
Oswald

Registered: Apr 2002
Posts: 5017
details please, whats on the list?

- fix custom load
- fix picture export
- ??
2010-04-12 11:57
booker
Account closed

Registered: Jul 2003
Posts: 333
- fix picture conversion? 0.6 seem to produce gray fullscreen pic upon converting jpgs etc.

- NUFLI support?
2010-04-12 12:46
Isildur

Registered: Sep 2006
Posts: 274
Quoting booker
- fix picture conversion? 0.6 seem to produce gray fullscreen pic upon converting jpgs etc.

- NUFLI support?


like booker said, but i have black pic instead of gray and upon exporting (conversion is ok). It's most urgent.
2010-04-12 13:16
Sampaguita
Account closed

Registered: Apr 2008
Posts: 29
A "reset view" would be nice. I can't find my color palette and preview anymore. :-?

Furthermore... would it be possible to move those windows outside of P1? That would be especially nice for multidisplay systems (or like me EeePC + large display). :)
2010-04-12 13:40
Oswald

Registered: Apr 2002
Posts: 5017
Quote: - fix picture conversion? 0.6 seem to produce gray fullscreen pic upon converting jpgs etc.

- NUFLI support?


- bugged pic conversion is probably a result of highly mesissed up release method. I'll make an installer soon.
- Nufli support is highly unlikely, bug DK with that :)
2010-04-12 13:42
Oswald

Registered: Apr 2002
Posts: 5017
Quote: A "reset view" would be nice. I can't find my color palette and preview anymore. :-?

Furthermore... would it be possible to move those windows outside of P1? That would be especially nice for multidisplay systems (or like me EeePC + large display). :)


there should be a view menu to bring your windows back, if that doesnt work, then congrats, you have found a new bug :)

moving the windows outside is no problem, but I wonder what most users would vote for. Its an attribute that cant be changed in runtime.
2010-04-12 14:07
Sampaguita
Account closed

Registered: Apr 2008
Posts: 29
Quote: there should be a view menu to bring your windows back, if that doesnt work, then congrats, you have found a new bug :)

moving the windows outside is no problem, but I wonder what most users would vote for. Its an attribute that cant be changed in runtime.


Well, in that case... I'm happy to announce that I found a new bug. :D
Seriously, the windows are both active but none gets displayed. Turned it off, restarted P1, nothing. The windows are active by default when P1 gets started (just as expected).
Turned the windows off, moved P1 on other display, turned on, still nothing. :-?

The moving windows outside was just a suggestion. I would like it, but it's not a killer feature. :)
2010-04-12 15:16
Oswald

Registered: Apr 2002
Posts: 5017
Quote: Well, in that case... I'm happy to announce that I found a new bug. :D
Seriously, the windows are both active but none gets displayed. Turned it off, restarted P1, nothing. The windows are active by default when P1 gets started (just as expected).
Turned the windows off, moved P1 on other display, turned on, still nothing. :-?

The moving windows outside was just a suggestion. I would like it, but it's not a killer feature. :)


ah, so you have more than one display. try to dig in projectone.ini each window has its own [section] with the following attributes:

Maximised=0
Left=285
Top=45
Width=9720
Height=6405

maybe you find something interesting there.


this is the code that gets run when you click on view->preview window

Private Sub mnuPreviewWindow_Click()
Form2.Visible = Not Form2.Visible
mnuPreviewWindow.Checked = Form2.Visible
End Sub

I dont see much possibilities for bugs there.

Cant you get the windows back on a clean startup ? try to DL another p1 and use its projectone.ini, or try to remove the 2nd display and restart windows and p1, probably its a Visual Basic error concerning multi displays, I guess you tried to move the P1 window to another display then the windows got some weird attributes, and it got save into the .ini.
2010-04-12 15:28
Sampaguita
Account closed

Registered: Apr 2008
Posts: 29
Ah yes, that did the trick. The values were like

Left=9060
Top=-13215

Those I set back to zero, then started P1 and now it looks fine again. Thanks alot Oswald.


While I'm on it: scroll up on the image to zoom in, but scroll up on the preview to zoom out? Not really a bug, but still strange. ;)
2010-04-12 15:38
Oswald

Registered: Apr 2002
Posts: 5017
yeah I know about that reverse scroll stuff, but did not change it because it wasnt disturbing and I'm lazy :) Maybe now ;)

btw, so your two displays are on top of each other ? from the value it looks like the child window "stayed" on the original display just in an invisible place (think of moving out the window of the screen in a 1 display system). Must be a wired in VB behaviour.
2010-04-12 18:55
Sampaguita
Account closed

Registered: Apr 2008
Posts: 29
Yes, my EeePC stands right in front of my large display, so I decided to put the large screen "on top" of my EeePC screen. Very comfortabel indeed. :)
2010-04-13 10:23
booker
Account closed

Registered: Jul 2003
Posts: 333
Quoting Oswald
- bugged pic conversion is probably a result of highly mesissed up release method. I'll make an installer soon.

Cool, thx.

Quoting Oswald

- Nufli support is highly unlikely, bug DK with that :)

Oswald :) I'm not sure why should I bug DK to ask for a feature in your program :D
2010-04-14 08:59
booker
Account closed

Registered: Jul 2003
Posts: 333
Btw. anyone else wants NUFLI in P1? Vote! :)
2010-04-14 11:59
enthusi

Registered: May 2004
Posts: 675
The native NUFLI Editor already released by crest (yes, it is) is very nice and powerful. Even *I* tried using it and all details of Veto's latest wonder were pixelt in it. Just run it in vice if you like. Really, I see little gain from a PC-native-tool (besides, probably would be hell to implement properly).
Rather fix all the bugs, then make it portable :)
2010-04-14 14:46
Carrion

Registered: Feb 2009
Posts: 317
Vetos pic was partially converted AFAIK

NUFLI in P1?
Yes please!
2010-04-14 19:06
Oswald

Registered: Apr 2002
Posts: 5017
how about drawing your NUFLI pic in your favourite pc editor (basically any) that supports 320x200x16, converting it with the crest tool, and fixing bugs in the crest tool ? :) do you really want to work from the start with the NUFLI restrictions on, on a picture ? to pick by hand which spritecolor changes on which rasterline, etc ? the former workflow seems to me much more flexible.
2010-04-14 19:20
Isildur

Registered: Sep 2006
Posts: 274
Where can i find that f* NUFLI editor. Is it true that they spreaded it public?
2010-04-14 19:44
Oswald

Registered: Apr 2002
Posts: 5017
the crest editor is out (some1 will tell where to find it), the problem is the converter isn't. the workflow should be: draw it in any pc editor, convert, and fix it up. the converter is still due from Crest.
2010-04-14 20:02
Sampaguita
Account closed

Registered: Apr 2008
Posts: 29
If there was a petition for P1 with NUFLI support, I'd surely sign it. Even if it would be "only" to fix a NUFLI export it would still be great.
I'm sorry Oswald, but P1 just works like a charm. That's why we support that idea. It's all your fault. ;)
2010-04-14 20:08
Oswald

Registered: Apr 2002
Posts: 5017
"new version" is up: ftp://ftp.untergrund.net/users/oswald/p1_v06_setup.exe

now with an installer. I dont know if it will work on a p1 clean system, on my p1 infected one it seems to work okay.


- pic export fixed
- default slider values in the converter fixed(might be a cause for full grey converts)
- custom load seems to be working ok for me, only its very awkward to use, the whole gui&concept is messy there
- please note: no more png import, and can only export bmp (because p1 does not use a dll anymore which caused a lot of problems)
2010-04-14 20:28
Sampaguita
Account closed

Registered: Apr 2008
Posts: 29
Made a new, clean install. On importing (jpeg or bmp) I get:

hbtable_vicII.txt is missing from the application dir, cant import picture.

Throwing in an empty file, makes the message go away, but import seems broken.

edit: just used the file from a former 0.6version, but the result looks the same. :-?
edit2: Just set the "color adjustments" to default (no, I didn't do anything with it before) and now it seems working. :)
2010-04-14 21:10
Oswald

Registered: Apr 2002
Posts: 5017
still a lot of little glitches. :)

- I'll have to change the location of those .txt tables to default to the app dir, so that different user/developer dir wont interfere (correct ones are included tho)
- projectone.ini contained not the default slider values, thats why you get a grey pic on first convert (contrast is 0)
2010-04-14 21:14
Isildur

Registered: Sep 2006
Posts: 274
Everything works perfect now on my P1 dirty install.
Thank You Oswald.

2010-04-14 21:38
sebalozlepsi

Registered: Mar 2010
Posts: 22
i would like to paint in P1 with NUFLI restrictions and to be able to save as NUFLI.
2010-04-14 21:59
Oswald

Registered: Apr 2002
Posts: 5017
Quote: i would like to paint in P1 with NUFLI restrictions and to be able to save as NUFLI.

Seba, I think for NUFLI its easyer to paint without restrictions and then convert and fix up the bugs by hand. are you sure you want to decide line by line which sprite's color to change, etc ?
2010-04-15 07:47
enthusi

Registered: May 2004
Posts: 675
Leave P1 alone with NUFLI :)
As Oswald said: draw anywhere, convert and then do all details in the NUFLI -editor (which is part of the CrestSideStory release, together with the MUIFLI editor).

@Carrion: that what I meant with 'details'.

Starting out in NUFLI restrictions might be very hard / not reasonable. Im no graphician but fiddling with the Editor/Converter it turned out that the additional sprite-layer is hard to USE (one color for 6 chars width, 2 lines height).
You might as well start in AFLI and then add details in NUFLI.

The converter(s) are to be released soonish of course ;-)
If I were Oswald my handle would start with an O and I wouldnt want to add NUFLI support to an Pixel-Editor (he would have to add a proper import/converter anyway). Not just because it would not be fun, but also I doubt it makes any sense.

So Oswald, please focus and P1 as is and make it something you love ;)
2010-04-15 09:26
booker
Account closed

Registered: Jul 2003
Posts: 333
Ok :)

Current list of ppl who would like to have NUFLI in P1:

1.Booker
2.Carrion
3.Irwin
4.Sampaguita
5.Sebaloz

Current list of infidels who do not like to have NUFLI in P1:
1. Enthusi
2010-04-15 09:38
booker
Account closed

Registered: Jul 2003
Posts: 333
Quoting enthusi
Leave P1 alone with NUFLI :)
As Oswald said: draw anywhere, convert and then do all details in the NUFLI -editor (which is part of the CrestSideStory release, together with the MUIFLI editor).

What convert? :)

Also, I think the biggest advantage of PC editor is you can see the full size and zoomed image simultaneously.

Quoting enthusi

Starting out in NUFLI restrictions might be very hard / not reasonable. Im no graphician but fiddling with the Editor/Converter it turned out that the additional sprite-layer is hard to USE (one color for 6 chars width, 2 lines height).

What converter? :)

2010-04-15 10:38
Oswald

Registered: Apr 2002
Posts: 5017
quoting deekay:

"NUFLI-Picture: 1 hires bitmap, FLI every second line (=all even lines) plus 1 spritelayer of 6 expanded hires-sprites over the first 39 chars (last one is plain AFLI) under the bitmap with possible colorchanges for the sprites every 2 lines (=every odd line)
NUFLI-bug: 1 hires bitmap, 6 lines of grey alternating with 2 lines of normal AFLI, plus one Mcol-spritelayer as the bottom layer (well, technically the unset bitmap color is at the very bottom, but in those 6 lines with grey that's grey, which you also have as set pixels in hires *over* the whole thing, so it doesn't make any sense!), one hires-spritelayer over it and set bitmap pixels (that's those 6 lines grey alternating with 2 lines AFLI again!) over that (that's 4 layers instead of 3 like inside the picture). colorchanges are possible for all four sprite colors (five possible switches in total every even line, one every odd line), depending on how many register switches are free (unused) inside the picture!"


are you still sure guys you want to draw in this manually ? :) btw. atmo I dont have time/motivation to add nufli support. keep the bugreports coming tho, fixing bugs doesnt takes much time :)
2010-04-15 10:50
booker
Account closed

Registered: Jul 2003
Posts: 333
Well, why not implement all the ideas already mentioned simply into the editor?

1.Drawing in unrestricted mode
2.NUFLI convert
3.Corrections in nufli mode
4.Save to .prg with the displayer

Quoting Oswald
keep the bugreports coming tho, fixing bugs doesnt takes much time :)

Actually I have some gfx plans so I hope I can bug some bugs.

Dunno what was your 0.6 installer intentions but it seems to lack some files. For clean install ie. picture import still can not happen (missing hbtable_vicII.txt)
2010-04-15 11:09
Oswald

Registered: Apr 2002
Posts: 5017
"1.Drawing in unrestricted mode
2.NUFLI convert
3.Corrections in nufli mode
4.Save to .prg with the displayer"

the Crest guys are working on the above since like 2 years :) atmo I have to fullfill a long due promise and would like to spend my other c64 energies on a X release :)

hbtableblah.txt: the file is there, but the path is wrong, because it expects the path to be as it was on my pc. Needs some changes in the code to expect this files in the app path, instead of an absolute bpath.
2010-04-15 12:02
booker
Account closed

Registered: Jul 2003
Posts: 333
Quoting Oswald
"1.Drawing in unrestricted mode
2.NUFLI convert
3.Corrections in nufli mode
4.Save to .prg with the displayer"

the Crest guys are working on the above since like 2 years :) atmo I have to fullfill a long due promise and would like to spend my other c64 energies on a X release :)

Ya, no any postponing of X prods for that ofcourse!

Quoting Oswald

hbtableblah.txt: the file is there, but the path is wrong, because it expects the path to be as it was on my pc. Needs some changes in the code to expect this files in the app path, instead of an absolute bpath.

Um, not rally. Though that's true with non installater version (v.06 to be copied over v.05 install)

Below from 0.6 installer .ini
ColorTable_VICII=C:\Program Files\Project_One\hbtable_vicII.txt
ColorTable_TED=C:\Program Files\Project_One\hbtable_ted.txt
ColorTable_VDC=C:\Program Files\Project_One\hbtable_vdc.txt


And the list of installed files:

 Directory of C:\Program Files\Project_One

15/04/2010  11:07    <DIR>          .
15/04/2010  11:07    <DIR>          ..
15/04/2010  11:03    <DIR>          Cursors
21/02/2010  23:16             3,600 hbtable_experimental.txt
10/12/2006  00:27             2,578 hbtable_vdc.txt
15/04/2010  11:07             2,391 Ladders.ini
15/04/2010  11:07             8,033 Palettes.ini
09/08/2006  21:00           485,290 ProjectOne.chm
14/04/2010  21:28         1,282,048 ProjectOne.exe
10/08/2006  05:54                 3 ProjectOne.exe.local
15/04/2010  11:07             2,107 ProjectOne.ini
07/04/2010  15:09             2,451 ProjectOne.ini_
13/09/2007  01:03             3,600 table_ted6.txt
15/04/2010  11:03             2,378 unins000.dat
15/04/2010  11:02           673,546 unins000.exe
              12 File(s)      2,468,025 bytes
       


Win7 btw. The .ini_ file is mine.
2010-04-15 12:16
Isildur

Registered: Sep 2006
Posts: 274
I've just tested clean install. Can't touch any button/slider without getting:

Error number 48.......... line:100
File not foud: GraphicalDLL
2010-04-15 12:32
Oswald

Registered: Apr 2002
Posts: 5017
bad dll version, will fix the hbtable issues aswell, new upload in half an hour.
2010-04-15 12:39
chatGPZ

Registered: Dec 2001
Posts: 11107
would you upload a zip with all files (ie, non installer version) too, so i can give it a try in wine? :)
2010-04-15 13:22
Oswald

Registered: Apr 2002
Posts: 5017
no installer:
ftp://ftp.untergrund.net/users/oswald/p1_06.zip

installer:
ftp://ftp.untergrund.net/users/oswald/p1_v06_setup.exe

(DLL Hell is killing me, there's no way to tell VB what DLL to load I can only pray it will work with this DLL version)
2010-04-15 13:39
chatGPZ

Registered: Dec 2001
Posts: 11107
ok... it runs in wine \o/

somehow its impossible to draw anything in the main window though, it works in the preview window.... :/
2010-04-15 13:46
Edhellon

Registered: Aug 2003
Posts: 20
Regarding NUFLI, I think the "Deekay sanctioned" (TM) workflow for doing NUFLI pictures is draw them in an unrestricted editor (e.g. Photoshop or grafx2 or whatever), either in true color or with 16 cols, convert it to NUFLI with the coming-any-day-now converter and fix the details in the Crest NUFLI editor, so honestly, I don't see any point in P1 supporting NUFLI directly. Plus it would be a hell lot of work and wouldn't be much easier to use than the native editor IMHO due to the complex nature of NUFLI pictures.

Perhaps an unrestricted mode that could invoke the converter (once its released) could make sense, but since the converter is very complex it's hard to predict what will occur in the NUFLI picture after the artist changes a few pixels in the unrestricted mode: the results may either be better or worse. The converter also produces a directly runnable .prg, FYI.
2010-04-15 13:56
enthusi

Registered: May 2004
Posts: 675
well, this is not the NUFLI thread anyway :)
Also: stop talking, start pixeling (yes, in the Editor).
When algo came up with all the new ideas people were whining about 'no editor' to use with his converter.
Now for NUFLI it's the other way round.
At least those that want to pixel in NUFLI mode from 0 to 100%, go ahead. It's all there.
The editor IS very good.

PC-Coders: go help out Oswald since its a pain to see how the apparently most favorable crossplatform C64-Editor causes so much trouble.
2010-04-15 14:00
Oswald

Registered: Apr 2002
Posts: 5017
Quote: ok... it runs in wine \o/

somehow its impossible to draw anything in the main window though, it works in the preview window.... :/


ninja has somekinda p1 related fix for wine, but I gues the problem addressed was different.
2010-04-15 14:07
Oswald

Registered: Apr 2002
Posts: 5017
enthusi, hey thanks for the nice words, but these seemingly lot of problems are small ones, fast to fix. they come from the fact I am sloppy and have no testers :) It's a long story tho what happened, the previous version wasnt this bug ridden.
2010-04-15 16:52
Isildur

Registered: Sep 2006
Posts: 274
There are some little problems with tables paths (fixed by hand).
Oh, in the preinstalled version is a little new feture "Win32.Banker" ;) File "p1_v06_setup.exe" is clean.
(i'm kinda paranoic in that matter).

Best version so far, clean install works perfect.
I couldn't compare with previous version, but Color Sesitive seems to work more accurate. Thanks Oswald.

Anyway, i don't need NUFLI in P1, so my vote is NO.


2010-04-15 17:52
Oswald

Registered: Apr 2002
Posts: 5017
great... I have Avast, Spybot SD, and XP firewall on. which file is infected? its in the .zip ? what was the problem with the tables? Yes, I have tuned color sensitive a bit more some time earlier.

edit: just saw spybot sd run over the win32.banker check without reporting anything.
2010-04-15 19:06
Sampaguita
Account closed

Registered: Apr 2008
Posts: 29
If you need testers, I'm sure we'll be glad to help you out.

Concerning the "other format"-questions... don't get me wrong Oswald: It would be a killer feature, but I'm already very happy with P1 as it is. It's fast, highly productive, (usually) very stable and easy to use. :)
2010-04-15 19:38
Oswald

Registered: Apr 2002
Posts: 5017
thanks :) well, atmo no other testing is needed than report to me all bugs you find. ;) also v06 should be more stable as it has a sort of error handling (skip buggy instruction, retry,etc) instead of instantly crashing out of the editor.
2010-04-15 20:04
Isildur

Registered: Sep 2006
Posts: 274
Try to upload zip archive to virustotal.com
Tables - i had to manually set the paths (some errors).
2010-04-15 20:56
Oswald

Registered: Apr 2002
Posts: 5017
nice website. only one engine reported virus out of dozens, guess thats a false positive. Spybot SD didnt found anything either with the latest DB.

are you sure the table paths were wrong? in the attached ini (find the key as "colortable_") none of the files has path info anymore, the path should be the app.path whatever it is.
2010-04-15 21:10
Isildur

Registered: Sep 2006
Posts: 274
Quote: nice website. only one engine reported virus out of dozens, guess thats a false positive. Spybot SD didnt found anything either with the latest DB.

are you sure the table paths were wrong? in the attached ini (find the key as "colortable_") none of the files has path info anymore, the path should be the app.path whatever it is.


To be 100% sure just installed P1 from scratch and got the same error:
"c:\Program Files\Project_One\c:\Program Files\Project_One\hbtable_experimental.txt is missing from the application dir, cant convert picture."

don't have photoshop installed to take a screenshot.
2010-04-15 21:38
Oswald

Registered: Apr 2002
Posts: 5017
more bugs removed. all the mentioned bugs should be gone now.
2010-04-16 06:44
JackAsser

Registered: Jun 2002
Posts: 1989
Quote: To be 100% sure just installed P1 from scratch and got the same error:
"c:\Program Files\Project_One\c:\Program Files\Project_One\hbtable_experimental.txt is missing from the application dir, cant convert picture."

don't have photoshop installed to take a screenshot.


printscreen keyboard key and mspaint ftw (to capture the screen).
2010-04-16 06:55
Cresh

Registered: Jan 2004
Posts: 354
Photoshop for screen dump? ;]
2010-04-16 08:24
MagerValp

Registered: Dec 2001
Posts: 1055
Oswald: you might want to grab VMware or VirtualBox, do a fresh Windows install, and take a snapshot. You then have a pristine machine to test your packages on, and you can just revert the snapshot each time you need to test.

Virtualization is the best thing that's happened to programmers and sysadmins in a very long time.
2010-04-16 09:30
Isildur

Registered: Sep 2006
Posts: 274
Is the new build available to download?
2010-04-16 10:29
Oswald

Registered: Apr 2002
Posts: 5017
yes.

I hope everything will be ok now. also fixed the default settings for the converter. (some dither setup was bad aswell)
2010-04-16 10:56
Ninja

Registered: Jan 2002
Posts: 404
@gpz: This wine-bugreport contains a workaround patch. (It's a bad hack though, the proper fix would be to find out why the bitmap is still selected. But I need access to a native win-machine for that, which will probably be not before August.) You might also try overriding gdi32 with the MS one, if you have it.

I will try to prepare a V0.6 entry in AppDB in the next days.
2010-04-16 13:37
Isildur

Registered: Sep 2006
Posts: 274
Still have the same problem with tables paths. Color sensitive filter is totally fu**d up. Everything looks like this :)

2010-04-16 15:21
Oswald

Registered: Apr 2002
Posts: 5017
you must be using an older v06 exe with the latest one's VICII color table or vice versa. the latest setup works okay in this regard, I have checked again. I'm upping it again, to make it sure.
2010-04-16 15:30
Ninja

Registered: Jan 2002
Posts: 404
gpz: Just saw one can't override gdi32, so the patch is it.

Oswald: How about time-stamps in the filename for the uploads?
2010-04-16 16:03
Deev

Registered: Feb 2002
Posts: 206
Quote: well, this is not the NUFLI thread anyway :)
Also: stop talking, start pixeling (yes, in the Editor).
When algo came up with all the new ideas people were whining about 'no editor' to use with his converter.
Now for NUFLI it's the other way round.
At least those that want to pixel in NUFLI mode from 0 to 100%, go ahead. It's all there.
The editor IS very good.

PC-Coders: go help out Oswald since its a pain to see how the apparently most favorable crossplatform C64-Editor causes so much trouble.


Too many people miss the point that the converter is what made NUFLI so special. As a GFX mode, NUFLI isn't a massive amount away from MUFLI, which had been around for several years (and only TCH had the patience to do anything with!)

Working in these modes is going to be a pain in the arse whether you have a Windows GUI or not, the key with NUFLI is that you pixel unrestricted at C64 resoloution and in the C64 palette, then you let the converter work out all the boring stuff like sprite priorities. The editor then comes in use to fix any dodgy results, that's all! (unless you have a few spare years to do it all by hand :) )
2010-04-16 16:08
Oswald

Registered: Apr 2002
Posts: 5017
and about time to use SVN, right ? :)
2010-04-16 16:17
Isildur

Registered: Sep 2006
Posts: 274
Quote: gpz: Just saw one can't override gdi32, so the patch is it.

Oswald: How about time-stamps in the filename for the uploads?


Now it's perfect Master Yoda :)
2010-04-16 21:25
null
Account closed

Registered: Jun 2006
Posts: 645
Quoting Deev
Working in these modes is going to be a pain in the arse whether you have a Windows GUI or not, the key with NUFLI is that you pixel unrestricted at C64 resoloution and in the C64 palette, then you let the converter work out all the boring stuff like sprite priorities. The editor then comes in use to fix any dodgy results, that's all! (unless you have a few spare years to do it all by hand :) )


So how about an unrestricted mode in P1 then? :_)
2010-04-16 21:32
Oswald

Registered: Apr 2002
Posts: 5017
oh, secretely unrestricted hires/multi got implemented a few weeks ago. :)
2010-04-16 21:41
Isildur

Registered: Sep 2006
Posts: 274
and works great :)
2010-04-16 22:09
Isildur

Registered: Sep 2006
Posts: 274
It's like the GIF16 :P
2010-04-16 23:17
Oswald

Registered: Apr 2002
Posts: 5017
whats gif16? and how got the table problem solved ? only by using the latest setup.exe ?
2010-04-17 02:54
Ninja

Registered: Jan 2002
Posts: 404
When invoking 'palette setup' (CTRL+A), I get something like "Error 13: Type Mismatch". Doesn't this happen in Windows, too? I'd think so. BTW, it can be fixed in Palettes.ini by placing the closing ']' in line 204.
2010-04-17 03:11
Ninja

Registered: Jan 2002
Posts: 404
New entry in the Wine AppDB.
2010-04-17 05:03
Isildur

Registered: Sep 2006
Posts: 274
Quote: whats gif16? and how got the table problem solved ? only by using the latest setup.exe ?

GIF16= 16 color gif :)
And yes, problem solved by using latest exe and CLEAN install.
2010-04-17 07:41
Oswald

Registered: Apr 2002
Posts: 5017
Quote: When invoking 'palette setup' (CTRL+A), I get something like "Error 13: Type Mismatch". Doesn't this happen in Windows, too? I'd think so. BTW, it can be fixed in Palettes.ini by placing the closing ']' in line 204.

no problem with that in windows, fixed it tho.
2010-04-24 10:49
Sampaguita
Account closed

Registered: Apr 2008
Posts: 29
Thanks a lot Oswald. It really works like a charm now. :)
2010-04-24 11:46
Oswald

Registered: Apr 2002
Posts: 5017
glad to hear, tho somehow I miss the constant flow of complains :)
2010-04-24 19:26
Oswald

Registered: Apr 2002
Posts: 5017
found two nasty bugs, picture copy to clipboard, and pictur export was f**d up. uploaded a fix.
2010-04-24 21:42
Isildur

Registered: Sep 2006
Posts: 274
ZIP or EXE?

Edit: Installed from EXE. Many errors in Line:100,102,104,106,108.
(dirty install). Can not touch any button/slider.
2010-04-25 05:05
Oswald

Registered: Apr 2002
Posts: 5017
/o\

(mental note: always test setup.exe, always test setup. exe, always test setup.exe, always test setup.exe,always test setup.exe,always test setup.exe,always test setup.exe.... )
2010-04-25 12:36
Isildur

Registered: Sep 2006
Posts: 274
i did tahat :)
now i can hear voices in my head: SETUP.EXE, SETUP.EXE... :D
so... what about errors?
2010-04-25 13:44
Oswald

Registered: Apr 2002
Posts: 5017
Couldnt check yet, source is home and I'm at wok till 19:00. Anyway it must be some god damn stupid bug again, corrupted ini or smth. :)
2010-04-25 19:53
Oswald

Registered: Apr 2002
Posts: 5017
cant reproduce bug. are you sure you dont have a corrupted ini ? please notice that having an projectone.ini is not crucial, it will create one with default values if missing. (checked just right now)

also in what module does it report the errors? (error window title)
2010-04-26 07:03
Isildur

Registered: Sep 2006
Posts: 274
Right, delete old ini was all i had to do before installation.
2010-04-26 18:54
Ed

Registered: May 2004
Posts: 173
Thanks for the new setup file. :)

However. I might be lacking something. Got this error when trying to import a picture:

"C:\Program Files\Project_One\C:\Program Files\Project_One\hbtable_vicII.txt is missing from the application dir, cant convert picture."

2010-04-26 19:15
Isildur

Registered: Sep 2006
Posts: 274
You have to set the paths manually.
2010-04-26 21:57
Oswald

Registered: Apr 2002
Posts: 5017
in the convert window set the path in the one of the tabs (dont remember its name now) for vicII to the filename mentioned. that stupid bug should be gone now, will look into it.

or it might be you still have the old project_one.ini, try FIRST to delete it and restart the exe.
2010-06-16 20:09
null
Account closed

Registered: Jun 2006
Posts: 645
Seems that it's (become) impossible to import PNGs. When trying to import one, nothing happens. JPEG, BMP and GIF seem to work fine.

------------------------------------
http://zomgwtfbbq.info
2010-06-17 06:46
Isildur

Registered: Sep 2006
Posts: 274
Sadly, PNG is no longer supported.
In fact, BMP is good enough.
2010-06-17 07:05
enthusi

Registered: May 2004
Posts: 675
From a programmer's point of view I totally see why PNG is a pain and BMP is so nice, but... its 2010!
Are there not plenty of PNG-libs etc?
JPG is just a no-go for pixel-gfx IMHO.
2010-06-17 07:28
Archmage

Registered: Aug 2006
Posts: 185
Put me on the wishlist for PNG. :)
2010-06-18 06:10
Perplex

Registered: Feb 2009
Posts: 254
Quoting enthusi
From a programmer's point of view I totally see why PNG is a pain

Why?

http://www.imagemagick.org/script/api.php

No reason to reinvent the wheel.
2010-06-18 06:38
enthusi

Registered: May 2004
Posts: 675
@Perplex, yeah I know. Its just that you can easyly access PPM and BMP without any libs at all, which is why apparently it is still widely used. In particular in 'homebrew' software.
Personally I dont support PNG unless I code in python :)
But I think BMP really really needs to be abandoned.
2010-10-20 04:55
S-O-L-O
Account closed

Registered: Oct 2010
Posts: 1
Thanks for a great tool Oswald. I am not using it to pixel but rather as an image converter (via paste) to koala format to be edited later with real C=64 hardware and software. I have the best result using the paletted brightness colour filter, replacing colours and adjusting contrast, brightness and hue. P1 also converts to hires nicely but I have yet to figure out all the addresses so I can custom save it to open in Art Studio 1351. I know the bitmap starts at $2000, color RAM at $3f40, and background color appended at the end, but I have not been able to get it display correctly.

One more thing: I must applaud you for your patience with all the user requests in this thread.
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