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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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2006-05-16 18:28
Tch
Account closed

Registered: Sep 2004
Posts: 512
Quote: I'm just trying to help the GFXers. :)

As far as I understand, TCH has already added different sprite colors to the UFLI editor, and my idea would just be an extension of this concept. Of course GFXers shouldn't abuse it and make it too obvious that some columns are more colorful than others, but maybe it could come in handy for a few details here and there.


And your thoughts on this are highly appreciated! 8)

Your idea will take things a lot further than my simple little improvement.
When you check out my workdisks,you´ll see that the usage of different spritecolours is hardly used. ;)
UNEXPANDED MC-sprites will solve the problem in a much better way.
2006-05-18 08:19
jailbird

Registered: Dec 2001
Posts: 1578
Um, finally I found some time to read the whole thread. So just to drop my few nickles into the discussion...

First of all, I'm fine with the way UFLI works at the moment, however, if the color usage could be expanded - Cruzer's solutions seems to me like a good idea. Go for it, I think it might be more than useful.

And one thing I miss just too much from the editor: an option to pick up ink+paper values from a 2x8 area. That would be such a revelation! I often tap on the wrong color keys, as I usually work in a dark room and don't see the keyboard - so it's more like a wild guessing of the correct key or a trial&error kind of color picking. Especially as colors are distributed in ABC order rather than a lot more logical 12345.../QWERTY...-like state.
It would save a lot of time when filling areas where fast changing of colors is important for not losing too much from the flow of constant pixelling (and to spare some of my nerve receptors from dying too early). So if one of you decides to update the editor, keep in mind that Jailbird was desperate to have a color picker :)
2006-05-18 10:44
Cruzer

Registered: Dec 2001
Posts: 1051
Damn, guess I have no choice but to improve the editor now. Anyone has the source code?
2006-05-18 11:10
Spinball

Registered: Sep 2002
Posts: 89
cruzer: as fare as i know crossbow uses s-mon(aka crest demomaker) for coding, so no sources.
2006-05-18 11:11
Deev

Registered: Feb 2002
Posts: 206
Following on from Jailbird slightly, I think it would be very useful to be able to copy/paste the contents of each 8x2 area, or at least an option to fill an 8x2 with the ink and fill 8x2 with alternate ink pixles for dithering.
2006-05-18 12:14
Cruzer

Registered: Dec 2001
Posts: 1051
No sources, guess I'll have to start from scratch then. But since the memory layout will be quite different in "my" UFLI mode, because all the sprites can't be fitted into one VIC bank, the amount of work would probably be about the same.
2006-05-18 15:46
Tch
Account closed

Registered: Sep 2004
Posts: 512
Quote: No sources, guess I'll have to start from scratch then. But since the memory layout will be quite different in "my" UFLI mode, because all the sprites can't be fitted into one VIC bank, the amount of work would probably be about the same.

Why not jump into the Monitor?
Even I managed to change the original editor. ;)
It is pretty logical,actually.
Start is at $3080! ;)
2006-05-18 17:06
Oswald

Registered: Apr 2002
Posts: 5127
hmm cruzer, could you post a memory map of the current editor and yours ? You would use more sprites than the original ? why do you need an extra bank ?
2006-05-18 17:42
Cruzer

Registered: Dec 2001
Posts: 1051
For normal UFLI I guess it looks something like:

4000-5f3f: bitmap
5f40-5fff: 3 sprites
6000-6fff: 4 screens
7000-7fff: 64 sprites

So max 67 sprites, which is enough if you only use 6 sprites, since you need 10 in height to cover 200 lines => 60 total. But I intend to use all 8 sprites, so I would need 80 sprites.
2006-06-01 12:00
Copyfault

Registered: Dec 2001
Posts: 487
Finally I take the time to post a reply here...

Why does the standard UFLI-routine change the sprite_pointers every 40 lines? When trying to solve the FLI_sudoku that arose in the UFLI_MAX-thread, I found out that it is possible to do normal UFLI with fixed sprite_pointers. The drawback is a "certain" scattering of all the gfx_data over several banks... Guess the original UFLI_routine had to be some loop.

Using sprite_crunching and all of this techniques discussed for UFLI_MAX, we could save quite some cycles in most of the free(=non badline) rasline and do a lot of colour_changes... this should be an extremly nice feature when using MC_sprites as Cruzer planned in "his" UFLI.

@Cruzer: most probably you're already coding this new UFLI-"flavor", so I think you took all this into consideration. Looking forward to see pics in that mode :)=)
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