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Forums > C64 Pixeling > UFLI - Behind the scenes
2006-05-10 08:18
jailbird

Registered: Dec 2001
Posts: 1578
UFLI - Behind the scenes

I thought about opening this topic to have a sensible discussion about C64 pixelling for a change. UFLI in this case. I'm still testing the editor and basically like it very much. So first of all, I'd also like to encourage other graphicians to have a try - noone said yet that it's a smooth, well designed editor with a surface that could bring a of lot of fun, even for the beginners. The tehnique is actually not die hard to learn as it looks at the first sight, and as I see, with a lot of practice a good skill level could be achieved. Secondly, I'd like to discuss the different UFLI tehniques, to share the experiences. And I'd especially like to hear some tricks from the UFLI-master himself, Tch! ;) Anyone into this? Tch, Deev, others? :)

 
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2006-05-11 12:16
MRT
Account closed

Registered: Sep 2005
Posts: 149
@Oswald:
Then still... You won't have enough cycles left to update the sprites i.m.o. :-(
2006-05-11 14:43
WVL

Registered: Mar 2002
Posts: 924
Quote: @Oswald:
Then still... You won't have enough cycles left to update the sprites i.m.o. :-(


you get 2x1 sprite resolution because the double-pixel-high sprite pixels are mismatched with the d018 switch.

so the first pixel of the double-high sprite pixel will get its sprite images from $63f8 (f.e.), then d018 gets switched, and the bottom pixel of the double-high sprite pixel will read the sprite image data from $67f8 (f.e.)

It's the same trick you can use in FLI modes, so you can use y-expanded sprites and still have normal resolution.
2006-05-11 15:06
Cruzer

Registered: Dec 2001
Posts: 1051
But the sprite crunching/stretching trick can't produce 200 lines, so you still need to update the Y's somewhere, right?
2006-05-11 15:10
Tch
Account closed

Registered: Sep 2004
Posts: 512
@MRT: What do you need $D016 for? ;)
2006-05-11 15:27
WVL

Registered: Mar 2002
Posts: 924
Quote: But the sprite crunching/stretching trick can't produce 200 lines, so you still need to update the Y's somewhere, right?

ofcourse this only stretches the sprites up to 42 pixels. Then you have to multiplex them, but there's enough time if you change d018 in a order like this

#$08
#$18
#$28
#$38
;end of first row
#$38 (ie, no change!, so 6 cycles left here!!)
#$28
#$18
#$08
;end of 2nd row
#$08 (no change again)

etc
2006-05-11 15:39
Cruzer

Registered: Dec 2001
Posts: 1051
@WWL: That's right, I had completely forgotten about that kewl trick. Thanks for reminding me, I gotta remember that now. I bet it can come in handy for something.
2006-05-11 22:11
DeeKay

Registered: Nov 2002
Posts: 364
Tch:
Quote:

For the rest it is the same as any AFLI editor,I guess.
Totally agree with Jailbird that the editor is easy to use.
First time I saw it,it looked impossible to work with,but it turned out to be simple as hell! 8D


Finally people realize that i didn't tell Crossbow to make this extra complicated, it is actually pretty straightforward! ;-) This one was built for pixellers, and we did spend a considerable time on usability and visualizing the complex mode most easily (look at how the F-Keys are assigned f.ex.!)
I realized just HOW simple it actually is when i explained the whole editor to DCMP on Breakpoint - in about 5 minutes! 8)

Dane:
Quote:

Good to see the scene catching up. ;)


Ah come on, Stellan, stop with the arrogance already! <:-)


I dislike the idea of using expanded multicolor sprites. That would probably only be useful when interlaced. The 4x1 pixels (that's HALF a char!) kill the reason i came up with the idea of UFLI in the first place ('twas on some campsite in France IIRC, just incase you wondered! ;-): I wanted to have a mode that i could do arbitrary single-pixel hires-outlines around a logo with one color and the background in another color! We did have SHF already back then that could do this, but it was just too small... I had been working _alot_ in AFLI before, and this 2-color per 8-pixel limitation was one of the things that really did piss me off! ;-)
Well, have a guess what i made first with the Editor! ;-) See Krestology Endpart, hehe...
2006-05-12 05:07
Oswald

Registered: Apr 2002
Posts: 5127
hmm the main problem with 4x1 sized sprite pixels is not the resolution though but the priority. only the '01' pixels can be underlayed if I'm not wrong, and there's nothing you can put behind the '10' / '11' combos. That must be quite a problem in XFLI that I wasnt aware of, you must use the color for most clash fixing for the '01' pixels, and '10'/'11' cannot be masked to look hires...
2006-05-12 08:34
WVL

Registered: Mar 2002
Posts: 924
Quote: hmm the main problem with 4x1 sized sprite pixels is not the resolution though but the priority. only the '01' pixels can be underlayed if I'm not wrong, and there's nothing you can put behind the '10' / '11' combos. That must be quite a problem in XFLI that I wasnt aware of, you must use the color for most clash fixing for the '01' pixels, and '10'/'11' cannot be masked to look hires...

you are grossly mistaken. You can put ANY multicolor sprite pixel in the background. It depends on the bitmap!!

You can't put sprites behind a _bitmap_ 00 or 01 pixel, but you can behind a 10 or 11 pixel (and that means any kind of sprite pixel, be it hires or multicolor)

You are mistaken between multicolor sprite, and multicolor bitmap pixels!
2006-05-12 09:33
Oswald

Registered: Apr 2002
Posts: 5127
WVL \o/ then 4x1 pixels but more colors could be usable.

this mode could be looked at like:

3 overall background colors that can be used/unused in 4x1 resolution.

1 individual background color for each 8x2 cell

1 individual drawing color for each 8x2 cell

not that bad at all. higher color resolution for bigger pixels.
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