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Forums > CSDb Entries > Release id #17531 : Project One
2005-03-22 08:11
Slartibartfast
Account closed

Registered: Jul 2002
Posts: 230
Release id #17531 : Project One

This is a tool with a lot of potential, and it's great to see Oswald actively developing it at the moment :)

Obviously it's in the early stages right now so this is a good time for everyone to make suggestions about what they'd like to see it become.

I'm not much of a graphician myself, but I think the built in conversion handy. For me, as more of a coder, I'd like it to have more tools for conversion and such built in. For instance an option to convert koala -> charset/screen. Maybe even options to save in other formats.

Of course, it's primarily a tool for drawing koala pics on c64, so here's the point of this thread.

What kind of tools would you like built in to this program, extra drawing functions, options that you like in your favourite c64 painting tools?

Add any bug reports here as well, there could be a few in this early release ;)

Just kicking off the discussion ;)

Cheers,

Damian
2005-03-26 17:06
iAN CooG

Registered: May 2002
Posts: 3194
Installer should be removed or made better.
I had to manually extract
olepro32.dll
oleaut32.dll
from the Win98 CD .cabs because the installer overwrites them and on my Win98 almost nothing worked anymore, always saying "cannot run OLEAUT32.DLL" and so on.

Probably the dlls in the installer are for XP
http://support.microsoft.com/kb/192461/EN-US
and get the VB6 runtimes for win98

Also, after manually extracting from the installer's .cab
Comdlg32.ocx
Project1.exe
I could try it, and saw that worked. Slow as hell but worked.
Very nice optimizing algorithm, too bad it's written in a so slow language. I would consider trying C for serious speed performace applications.

2005-03-26 18:39
Oswald

Registered: Apr 2002
Posts: 5094
IAN: maybe its a bad excuse but this is my first ever try to create something under windows. So I have no experience, whatsoever. Sorry for the incoveniences. The installer was created by Visual Basic, I had no idea that it has such serious bugs on other systems.

Anyway its nice to know this.

Well, maybe I could go for Visual C, if someone can give me one ;)

(I didnt think that some would use this editor on systems like 98, etc., The speed is imho reasonable from >1ghz)
2005-03-27 17:42
Spinball

Registered: Sep 2002
Posts: 88
http://msdn.microsoft.com/visualc/vctoolkit2003/
it´s for free :)
2005-03-27 22:05
Higgie

Registered: Apr 2002
Posts: 127
hi!
@oswald: there is another chance to stay with a vb-like language if you try to get the free version of RealBasic at this URL: http://www.realsoftware.com/Realbasic/vb6/ ... i haven't worked with RealBasic yet but they say that it schould not be that hard to convert VB projects into RB as there is also a converter available. maybe you could give it a try. (this offer expires by the end of this month, afair)
... and many thanx for your effort! this is the kind of tool i've been waiting for. i myself started something similiar some time ago but never nearly got it to a point where it could be of any use.
2005-04-25 09:40
Oswald

Registered: Apr 2002
Posts: 5094
A month passed, and I did not stop developing the editor.

New features:

- hires,afli,fli,drazlace mode (no load/save to c64 format)
- dithered/compensated fill (latter tries to achieve the best result possible)
- continuous draw mode (lines between pixels while the mouse moves)
- separated display/zoom window
- variable zoom rate for display/zoom window
- resizeable zoom window

converter:

- converts to all modes
- color dither
- force greys (original grey colors remain gray on c64)
- stretch

etc,etc,etc...


What I need to know is that what are the most common formats on c64 for modes like:

-hires
-afli
-fli
-ifli

How is the memory layed out ? anyone can help with memory maps ?

I want to implement the UFLI and XFLI modes aswell, but I have no detailed information on them. Any help would be apreciated.

Dane, Deekay ? :)

yours,

Oswald
2005-04-25 10:17
Monte Carlos

Registered: Jun 2004
Posts: 359
Hy Oswald,

it would be great, if one can specify for example
Screens: $4000-$6000, Bitmap:$6000-$8000
or otherway round. i know from hires manager and from
topaz afli, that they have the screens and bitmap changed.
In multicolor fli you have additionally the possibility to
have the colorram data before the rest or after the rest.
It`s the same for normal multicolor.
With Super-Hires-Fli you could add to have choice on the
Sprite placement in memory. Imagine a 40x25 editor, where you can specify the 8x1 blocks where the sprites can be.
This is useful, if you want to have shif in a demopart with additional gfx.
If you can choose too, how many line are from one fli split to the other you could use part of your fli routines for ufli, too(except for the sprites) and it would be possible to combine gfx with 4x4 or 4x2 etc. effects in the same mode.
these are many ideas and probably more work but if you include all these things and similar ideas, i bet, that this
will become the best editor ever made!

Monte
2005-04-25 10:31
Monte Carlos

Registered: Jun 2004
Posts: 359
|ssssssss|ssssssss|SHIFSHIFSHIF|ssssssss|xxxx|
this is the SHIF layout for the first 21 charlines in the
bitmap part of the vic bank.
the rest is filled up with sprites(s).
then you have the trick how to switch the sprite pointers.
it`s basis is, that 8 and 21 have a least common multiple of
21x8, which is the height of the shif picture. dont ask me. how to calculate the memoryposition of the 3 bytes of a sprite corresponding to a certain rasterline.

Monte again. Now hungry!
2005-04-25 19:20
Tch
Account closed

Registered: Sep 2004
Posts: 512
@ Oswald: It´s a great program,that´s for sure!
But can you please forget UFLI exists,otherwise I might get tempted to get myself a digital camera and forget about pixeling altogether. ;)
2005-04-26 11:18
Oswald

Registered: Apr 2002
Posts: 5094
Thanx for the reply guys! :)

as for SHF and SHIF, I dont think I will add support for them, as they are so rarely used. I want ppl to produce GFX that is actually used in demos, etc.

WVL was kind enough to send me a UFLI description, which makes clear:

UFLI =

normal hires fli every 2nd line
+ an X expanded Hires Sprite Layer

That makes me think that XFLI=

normal hires fli every 2nd line
+ an unexpanded _multi_ Sprite Layer


Tch: dont worry, converting and retouching will never beat real pixelwork! Actually it was your "iron lady" which inspired me to add support for UFLI, I want to see more of such beautys! :) And does it matter if you set the pixels in a much easyer way ?


2005-04-26 16:28
Tch
Account closed

Registered: Sep 2004
Posts: 512
It sure could be useful to others.
I pixel by using the keyboard,so it won´t matter much to me. ;)

Hail to Dane for making those beautiful graphix in Tsunami!
Most were in the XFLI,right?
 
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