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Development - .sc5 file 256x256??

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.sc5 file 256x256??

norakomi
msx professional
Berichten: 861
Geplaatst: 28 September 2005, 17:16   
Im making some graphix in photoshop,
saving them as .bmp
and then using bmp2msx to make a nice .sc5 file.

The thing is, .... it is not possible to make a 256x256 file.
You'll allways make it 256x212

I'd like to use also the last block 256x44.

How do I do this?
ro
msx guru
Berichten: 2305
Geplaatst: 28 September 2005, 17:18   
u mean that the bmp2msx tool doesn't convert those last lines?
(man, you'd use DD graph on MSX, period)
Sonic_aka_T

msx guru
Berichten: 2261
Geplaatst: 28 September 2005, 17:48   
You can't using BMP2MSX. The best you can do is convert it in two steps and then merge the picture again. If you crunch your pictures you'd prolly need to do that anyway though, if you don't want to exceed the 16kB page/bank limit. I usually save the stuff as two SC5's and then pull 16kB of each of the files through bitbuster.
norakomi
msx professional
Berichten: 861
Geplaatst: 28 September 2005, 19:06   
Quote:

I usually save the stuff as two SC5's and then pull 16kB of each of the files through bitbuster.

so I can split the picture at y=128 and have 2 pictures which i convert to .bmp with bmp2msx.
Then those 2 pictures are loaded in bitbuster, which compresses only 16 kb of each file...
and then I ............????

norakomi
msx professional
Berichten: 861
Geplaatst: 28 September 2005, 19:07   
Quote:

u mean that the bmp2msx tool doesn't convert those last lines?

YES
Quote:

(man, you'd use DD graph on MSX, period)

cool if DD graph does 'accept' those last lines then yep !!! Ill go for that 1
Sonic_aka_T

msx guru
Berichten: 2261
Geplaatst: 28 September 2005, 21:31   
it doesn't, ro is full of it (as usual )
Sonic_aka_T

msx guru
Berichten: 2261
Geplaatst: 28 September 2005, 21:33   
Quote:

Quote:

I usually save the stuff as two SC5's and then pull 16kB of each of the files through bitbuster.

so I can split the picture at y=128 and have 2 pictures which i convert to .bmp with bmp2msx.
Then those 2 pictures are loaded in bitbuster, which compresses only 16 kb of each file...
and then I ............????

and then you debitbust the whole lot to a mem bank, send that to VRAM. I usually devide it in two 16kB blocks, that way I never need more than a mapper page plus whatever the size is of the raw data. BB usually gets a nifty 40% compression ratio, so that's good. In most cases you'll even get 50 or 60% on a regular SC5. Dithering (something bmp2msx does) can have an adverse effect tho.
BiFi
msx guru
Berichten: 3142
Geplaatst: 29 September 2005, 07:29   
you can of course adapt bitbuster to load the data stream from disk and output it to VRAM
norakomi
msx professional
Berichten: 861
Geplaatst: 29 September 2005, 08:54   
Quote:

you can of course adapt bitbuster to load the data stream from disk and output it to VRAM

ok, I downloaded bitbuster, and will give it a try.
To get it correct, this will also save me some diskspace, because the files are compressed???
On the other hand, this means that for the de-compression bitbuster has to be on the gamedisk as well??
BiFi
msx guru
Berichten: 3142
Geplaatst: 29 September 2005, 09:50   
correct, though the source of the bitbuster decompression is available for Z80, so you can easilly implement the code in the game.
ro
msx guru
Berichten: 2305
Geplaatst: 29 September 2005, 09:56   
Why'd ya have to draw a complete 256x256 pic?!? can't be displayed on msx anyway (in one screen). If recon it's for a game which you prolly have tiles needed for. WHY ya need a complete screen in 1 go? You'd be the 1st one to do so. Only thing are them great 2screen height pictures uses as a background for the sunrise mags. (done by peter) he drew them in 2 or 3 editions too

DD graph's the best screen 5 editor ever. It sure kick Graphsaurus's bumm! (dd owns)
just split your screen in two parts if ya want a lenghty screen
norakomi
msx professional
Berichten: 861
Geplaatst: 29 September 2005, 10:44   
Quote:

Why'd ya have to draw a complete 256x256 pic?!?

I just figured that if I use a page for graphix data, why not use the entire 256x256 to store data.
Quote:

just split your screen in two parts if ya want a lenghty screen

DOH !!!!
Thats the sollution.
I just load a 16kb image file of 256x128 to page 0,
then copy it to (0,0) in page 1
then I load the other 16 kb image file (the other 256x128) to page 0,
and then copy it to (0,128) in page 1.

Problem solved !!!!!!
norakomi
msx professional
Berichten: 861
Geplaatst: 29 September 2005, 10:47   
Quote:


I just load a 16kb image file of 256x128 to page 0,

it is possible to make a 16 kb file (in DD-grph??)???
is it?
ro
msx guru
Berichten: 2305
Geplaatst: 29 September 2005, 12:08   
Quote:

Quote:

Why'd ya have to draw a complete 256x256 pic?!?

I just figured that if I use a page for graphix data, why not use the entire 256x256 to store data.
Quote:

just split your screen in two parts if ya want a lenghty screen

DOH !!!!
Thats the sollution.
I just load a 16kb image file of 256x128 to page 0,
then copy it to (0,0) in page 1
then I load the other 16 kb image file (the other 256x128) to page 0,
and then copy it to (0,128) in page 1.

Problem solved !!!!!!


yeah, but WHY would you?
MSX can't display the picture in total
again, if it's game data USE TILES. not 1 big background. get it?! it's waste of space/time/effort/whatever/i'mjustbabling/coffeanyone?/
GhostwriterP
msx addict
Berichten: 305
Geplaatst: 29 September 2005, 12:48   
Drawing 256x256 screens are handy when it comes to drawing big things or 256 16x16 tiles...
i love the workspace. But when it comes to storing and compressing it would be smart to compress
a picture in 16 kb blocks, unless you use some other compressors that de-compress directly into VRAM.
You know those 16 kb blocks of data can still be saved in one file or whatever you want.

 
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