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Forums > C64 Pixeling > how to draw C64 on a pc?
2010-10-30 12:53
STE'86
Account closed

Registered: Jul 2009
Posts: 274
how to draw C64 on a pc?

On lemon recently a few of us have been advising someone who wanted to try c64 art on how to go about doing it on a PC.

this lead me to thinking that I too wanted to know this info last year so why not do a thread on it which hopefully many current c64 artists will contribute to and then maybe we will have a very useful "kickstart" to anyone interested in starting or returning to c64 graphics.
there is one oldschooler who shall remain nameless atm who i spent some of yesterday trying to coerce back into the saddle :)

so i'll kick it off, theres are bound to be additional steps i have forgotten but here goes:
 
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2010-11-01 18:51
chatGPZ

Registered: Dec 2001
Posts: 11523
promotion eg can deal with the 4 colors per tile limit quite fine. and the palette handling and general pixeling features are superior to photoshop in pretty much every aspect too. if i'd really need one of those fancy plugins, i'd rather use some older paintshop pro, which can use the same plugins as photoshop, but again has much superior palette features.
2010-11-01 19:00
JCB
Account closed

Registered: Jun 2002
Posts: 241
I've used promotion and it's nice for sure but there's certainly no reason NOT to use photoshop. Palette handling and pixelling better than PS? Maybe you've dismissed PS too soon. Sure it's not a specialised pixelling app but there's nothing "stopping" it from doing what you want.
2010-11-01 20:33
chatGPZ

Registered: Dec 2001
Posts: 11523
well maybe, i have not seen recent versions of PS ... back when i was doing gameboy game stuff (around 2003 or so) we actually bought promotion because PS couldnt really handle certain things that our workflow required (one thing that i will never forget: it couldnt save valid pcx images =P), and the handling of non truecolor images was truely horrible (paintshop pro was much better at that), eg it would randomly fuck up the palette order when loading and/or saving pictures.
2010-11-01 20:51
Mr. SID

Registered: Jan 2003
Posts: 425
PCX? Seriously? :)
2010-11-01 21:19
STE'86
Account closed

Registered: Jul 2009
Posts: 274
no photoshop has no real problem with pcx's. i spent 2 years or so skinning aircraft textures for Microproses European Air War in 2000/2001 in pcx format. you just have to know that PS saves PCX raw with no compression. whereas stuff like XNview tags it with compression by default and PS won't load it.

Steve
2010-11-01 21:31
The Phantom

Registered: Jan 2004
Posts: 360
I use WinVice for my emulation needs, then simply load up art studio or centauri or whatever editor you want to draw with.

Converting stuff often makes more time than saving it.

While in vice, you can double click any font in your fonts folder(s) and you'll get a notepad like window showing that font used. My recent artwork was done this way, some of my older stuff as well.

You can do a "save state" in vice and go party. Then come back and "load state" and start right where you left off, no further loading required. You should still use your art programs save feature, for backup.

There are programs you can use to convert .bmp or .jpg, .jpeg images, but as I said above, expect to pixel the kinks out.
2010-11-01 21:33
chatGPZ

Registered: Dec 2001
Posts: 11523
Quote:
you just have to know that PS saves PCX raw with no compression.

and if whoever coded the lame exporter had only known how to put exactly that information into the pcx header...
2010-11-01 22:20
PAL

Registered: Mar 2009
Posts: 310
What I ment were I use photoshop, promotion, p1 and lightwave3d and all I can throw at it, but as a final hub I use promotion to create the final image for the c64. I find promotion much better than photoshop for pixels and palette movement up and down... in photoshop I must click to much with the mouse and thet is also insane amounts of mouse moves to get to the palette or other stuff...

When a image is all done I save it and convert it with p1 with yuv settings so it just converts the pixels and does nothing to the actual image. I use a timantes modefied palette while I draw in promotion by the way. Then in P1 one can save out a prg with the koala image. It works good for me!


Please do not discuss if I am wrong or so, this thread is about who does what to create c64 art and maybe others can take some pointers from that... it is not a discussion of who is right or has the per person view best pipeline or wanting your own way to do things to be the winner... it is about who creates c64 art and how they do it. Then one can look at different options and select what one like the most... It is far too much discussion on here, it is actually getting quite boring. One tries to do something or help some other dudes and in the end one is faced with a discussion... even when one do create good productions for this machine one faces negative discussion from different angels... I HATE IT! REALLY HATE IT SO MUCH THAT I HAVE TO RECONSIDER DOING SO MUCH ON THIS PLATFORM. Maybe I am lame but it is really annoying and it suxez bigtime!
2010-11-01 23:53
STE'86
Account closed

Registered: Jul 2009
Posts: 274
@PAL no mate i want no discussions on right or wrong approaches on this thread, all i want is as many options for people to read as possible and see the various options for themselves.

for instance an ex scener who loved dpaint may well pick up on your essay on pro-motion.

one who now uses photoshop everyday may well think.."u can get PS to draw c64 graphics????"

any way that works is as valid as the next. same as the different apps "back in the day".

hopefully the "oldschooler" i mentioned will read this :)

@Groepaz, i think u may find that the header block PS saves off for pcx starts "0" indicating raw data whereas "1" indicates RLE compression on later pcx variants. been a long time tho...

Steve
2010-11-02 00:04
chatGPZ

Registered: Dec 2001
Posts: 11523
Quote:
@Groepaz, i think u may find that the header block PS saves off for pcx starts "0" indicating raw data whereas "1" indicates RLE compression on later pcx variants. been a long time tho...

and it was definately broken at some point :)
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