MSX Screen Conversor 0.7

por snout em 27-02-2007, 17:13
Tópico: Development
Idiomas:

Source: MSXBR-L Mailinglist

Rafael Jannone has released a new version of the MSX Screen Conversor - an online toolkit to convert JPG, PNG and GIF files from up to 400kb to SCREEN 2, 5, 6, 8 and 12. This version adds support for SCREEN 6 and an option to prescale the image in order to compensate distorted aspect ratios.

Relevant link: MSX Screen Conversor

Comentários (14)

Por ARTRAG

Enlighted (6550)

imagem de ARTRAG

28-02-2007, 01:45

well, now version is 0.8

Por snout

Ascended (15184)

imagem de snout

28-02-2007, 01:51

again: newspost when changelog comes in (and when some MRC crew member's got the time to post about it).

Por pitpan

Prophet (3145)

imagem de pitpan

28-02-2007, 12:30

It works like a charm! Thank you. Would it be possible to create a stand-alone conversor? Or, at least, have a peek at your dithering / colour reducing algorithms? I'd like to have such a tool as a local application.

Por ARTRAG

Enlighted (6550)

imagem de ARTRAG

28-02-2007, 16:58

I was proposing to Rafael a standalone application too.
As local compiled application should work even faster.

In addition I was also proposig to develop a differential encoding for animated gif or multiframe images
The encode should produce only the PNT and the tile that canged w.r.t. the previous frame.
Providing an output format like

frame 0
VRAM address, Data len, raw data
VRAM address, Data len, raw data
VRAM address, Data len, raw data
ect.
endframe 0
frame 1
VRAM address, Data len, raw data
VRAM address, Data len, raw data
VRAM address, Data len, raw data
ect.
endframe 1
ect.
endframe X
end frames

should lead to a strigthforward decoder for SCR2 animations.
Using this solution something like D&D demo would be possible even
on MSX1, as you move only areas where there are changes.
Moreover the fix palette should help to not change too much
the still graphics around the animated part of the screen.

Por Unicorn

Master (138)

imagem de Unicorn

03-03-2007, 21:56

I love it, great tool! Thanx!

Por ARTRAG

Enlighted (6550)

imagem de ARTRAG

04-03-2007, 00:27

http://ragozini.googlepages.com/showPreview.php.png/showPreview.php-full.jpg

excellent converter for scr2 and mexs1 palette

Why not releasing the converter as standalone application?

Por jltursan

Prophet (2542)

imagem de jltursan

04-03-2007, 16:24

Truly astouding image!; the zoomed pixels helps a lot when dithering, the color is great!. Time to do a MSX1 slideshow? Smile

Por ARTRAG

Enlighted (6550)

imagem de ARTRAG

05-03-2007, 11:27

Like this ?
http://ragozini.googlepages.com/CRAB.ROM

;)
(it doesn't respect the i/o timings of msx1, only for emulators and msx2)

Por jltursan

Prophet (2542)

imagem de jltursan

05-03-2007, 16:17

Hahaha!, not a slideshow; but a real animation!, great! Big smile

Btw, the crab is one of the bosses from SM2, isn't it?

Por ARTRAG

Enlighted (6550)

imagem de ARTRAG

05-03-2007, 17:58

It is from one of the many Metal Slug XXX
It comes from a web page, so I do not know which one

Por jannone

Expert (103)

imagem de jannone

06-03-2007, 00:23

I'm working on a standalone version as we speak.
It will be GPL'ed, as I have hope that people may improve the conversor.
When I finish it, please people, send patches... don't hide your custom version from other MSXzers, it would be very discouraging for me and a bad sign for the community.

Por SLotman

Paragon (1238)

imagem de SLotman

08-03-2007, 13:16

Jannone, you're the man! Smile

Congrats, budy!

Por dvik

Prophet (2200)

imagem de dvik

09-03-2007, 03:15

Very cool animation ARTRAG Smile And really great conversion tool. I'm looking forward to the pc version. Think that will be a bit easier to use and to customize to different needs. Great work Cool

Por ARTRAG

Enlighted (6550)

imagem de ARTRAG

09-03-2007, 12:19

@dvick
what about my proposal to do a sort of differential encoding between adjacent frames ?
This could reduce the amount of tiles to be transferred.
It could work updating tiles only partially (e.g. only half a tile Smile
There are two ways to do this encoding:

1) encode each frame independently, find the differences between VRAM dumps and store them in "player ready" format

2) try to encode couple of frames, in order to maximize the common tiles between frames, and than find the differences between VRAM dumps and store them in "player ready" format

Option 2) can work well even without suboptimalities. I mean,e.g., that in case of a 8x1 area you can have two equivalent
representation with the same result by reverting foreground/background and bits in the shape.

For differential encoding, this is an unusefull waste of bandwidth that could be avoided with joint encoding.

Moreover, introducing some suboptimalities, you could "control" the datarate to the VRAM