Thursday, December 24, 2009

Merry Christmas

Or very nearly. 6 mins to go and I've just fixed a bug in my colour remapping. Originally I think it was a bug with VB.NET because it was doing really weird things, I edited the code, it seemed to fix it but there was no reason for it to have done so, so I changed it back and it still worked. It wasn't quite working though as evidenced by "bugs" in an output APAC image. I've changed the matching "distance" algorithm slightly and that's all fixed now :)

I'm going to add HLS colourspace stuff at some point (when xmas is out the way) because despite it now remapping correctly it's not picking colours that are perceptibly close just mathematically. HLS should fix that or at least allow me to add a bit of weighting to the conversion.


3 mins to go...


Pete

Wednesday, December 16, 2009

Conversions

So, I've been adding colour stuff to the app for the last few days.

I've done colour matching so you can load in an image and match it to a chosen palette (a8,c64 etc). The image you load can be any bit depth because it's matching an existing palette. So if for example you load a 24bpp image and match it to an A8 palette, you'll end up with an image with max 256 colours, all A8 ones. It's kind of up to the artist to make sure they don't use too many but there will be some colour reduction added soon.

I've also added APAC conversion which works from the colour matching, gets the A8 palette "index" number which equates to the colour/lum (4 bits of each) which it then splits onto 2 lines, gets the next pixel (I don't do any averaging across pixels atm, just fixed offset samples) does the same stuff and packs it with the previous one into a byte.

I also recently added image to char conversion + optimisation (same char removal/remapping) ready for all the level/tile editor/software sprite grabbing etc.


Pete

Saturday, December 12, 2009

Getting there.

Just as the original Exploding Fist was a bunch of nothing till it was nearly all designed/coded (he never tested his code, just wrote it then ran it when it was pretty much all finished) so the A8 version is currently a lot of partially done (in some cases finished) parts.

Once the current rewrite of the PC app for editing all the game data (backgrounds, sprite grabber, sprite animator, collision editor) is done, there is A8 code waiting for it all to be dropped into. Sooo, as soon as that data is ready there should be a demoable Exploding Fist :)


Pete