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algorithm
Registered: May 2002 Posts: 705 |
Release id #40966 : MixCol Hi-Fli Converter 104
New version released
* Updated C64 display code. Shows more of the screen and covers the FLO bug on the left
* Saving Raw/.Prg when not utilising 4 mix colors will now result in the filesize taking up 24k rather than 32k
*GUI cleanup
* New Y Brightness color matching. This maps the brightness of a truecolor pixel to a c64 pixel of the same brightness. More colors are utilised this method. Turn monitor to black and white = tonnes of grayscales
* Flicker Filter Strengths. It is now possible to select filter strength. in both overall and additional 2 color mode.
* Updated Documentation and examples
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algorithm
Registered: May 2002 Posts: 705 |
Yes, the X8 mode is alternate characters horizontally.
The idea of shifting $d016 4 pixels to the right would allow more colors to be put into a char, but would also give the limitation of having to use the same ink& paper for half of the next character on (for example) the second layer
eg
Attribute window
EFEFEFEF
CDCDGHGH
Layer1
ABABABABEFEFEFEF
Layer 2
CDCDCDCDGHGHGHGH
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Copyfault
Registered: Dec 2001 Posts: 478 |
Yes, but there's no reason to choose a fixed $d016-shift of 4 pixels. A very rough idea for a brute force algo would be to check for each rasterline what are the best colours with the least error percentage and repeat this check for every xshift_val from 0 to 7. This may result in different xshift_vals for every line, but for sure also in more interlace colour combinations.
CF |
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Oswald
Registered: Apr 2002 Posts: 5094 |
the turn disk picture of void/resource uses exactly this technique. laced afli with changing d016 (always using the best shift value)
Void |
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algorithm
Registered: May 2002 Posts: 705 |
X1 interlacing can also be done. It only requires every second pixel of the dithered data to be swapped over.
The HIFLI reduction can then continue as normal. quality may be effected though as there may be more colors to reduce in a 8x1 area
Next on the agenda would most definately be sprites (1 layer unexpanded) on each layer
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algorithm
Registered: May 2002 Posts: 705 |
aaarrghhh!1 Wtf am i talking about. Too tired today. Ignore the previous post about x1 dithering |
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Copyfault
Registered: Dec 2001 Posts: 478 |
Quote: the turn disk picture of void/resource uses exactly this technique. laced afli with changing d016 (always using the best shift value)
Void
Hmm, now I understand why this laced AFLI_pic always gave me a special feeling when watching that demo ;))
So assuming the picture was converted, how was it done? Did you code any special converter back then? And what kind of algorithm sits behind this conversion?
CF |
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Oswald
Registered: Apr 2002 Posts: 5094 |
cant tell any details, the converter was done by janee/breeze, and it ran in dos. he told it uses brute force, and it picks a d016 value for each line so the line has the smallest error. I guess when he made the convert for us was the last time I spoke with him :-/ |
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Copyfault
Registered: Dec 2001 Posts: 478 |
@Oswald: THX for the info! Just if I didn't mention it before: the demo belongs to my favorites, not only due to this pic! More than two thumbs up!
Btw, is there any chance to get Janee back 2 C64_stuff? Or did he completely quit the scene?
CF |
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algorithm
Registered: May 2002 Posts: 705 |
New version released. Extra brute force mode and improved dither options.
C64 example..
http://www.naveedkhugiani.com/hifliint1%20-%20ordered.prg
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ptoing
Registered: Sep 2005 Posts: 271 |
That looks ok as far as displaying photos on the C64 goes, but what is the point really? When stuff like this is used in demos I have to cry. |
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