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algorithm
Registered: May 2002 Posts: 705 |
Hires Color Interlace
Have implemented a new type of brute force routine which works on standard two screen hires pictures. Flicked together, the results are quite decent. with near zero CPU usage.
Of course, the y interlace, etc can be applied by changing $DD00 per alternate line, similar to FLI except except $d018 is substituted for $dd00.
An example (Not utilising alternate switching..) flicker hell.
http://www.myfilehut.com/userfiles/106855/l.prg
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Scout
Registered: Dec 2002 Posts: 1570 |
It sure looks interesting.
Could you make some more examples?
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8Bit Mayhem - The C64 Scenemusic Podcast
http://8bitmayhem.untergrund.net |
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Twoflower
Registered: Jan 2002 Posts: 434 |
Feels like some kind of mix-up between my hires-interlace pictures and that chunky-funky-ascii flickermode which HT used in "Goa Brudbilder 1". |
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Copyfault
Registered: Dec 2001 Posts: 478 |
This first example somehow reminds me of the Goa brudbilders from H&T: Goa Brudbilder 1.
Give us some new examples with "y-lace"; think the result will be better ;))
You get my respect for being _that_ active on converter coding during the last weeks!!!
CF |
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algorithm
Registered: May 2002 Posts: 705 |
The brudbilder demo is an example of innovation. Not only is there 4 screens, but the entire image is generated by the c64's charset.
4 screens is going a bit too far though especially as there is not any type of interlace 'deflicker' methods applied to the image.
The new brute force algo in the hires interlace creates images that look great on screens with consistant refresh rate or even better a c64 and tv/monitor.
If there is a slight glitch however, the blocks are clearly visible at that instant due to solid areas of the same color in each 8x8 block. As discussed before, this can be reduced by alternating lines or utilizing some type of mask
Will post some more examples. The conversion facility has been incorporated now into the mixcol converter (can now convert to hires, hires interlace, hifli and hifli interlace. But there are still a few bugs left to iron out.
so no release as yet
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