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Impressive!! Is there a tutorial to create slideshows of interlaced images just like yours?tepples wrote:Good job. On hardware (PowerPak), there are artifacts to the left and right of the top half of the picture, as if the nametable isn't getting completely cleared. But I'd advise against using the emphasis bits for anything important. They screw up on PlayChoice, Famicom Titler, and some famiclones.
I'm still working on my own photograph to NES conversion path. It tries to work around the strong diagonal lines that dithering causes by intentionally triggering the 3-phase colorburst sequence. Look at my pictures.
The Predator and Superman ones look nice. One of those back in the day would have definitely kicked some ass.Macbee wrote:I'm still playing with NES image converter every day (see results on http://mcbremakes.blogspot.com.br/ ) - and I'd love to be able to make slideshows like this.
Thanks thefox! I'm very happy to know you liked something I've created with your software.thefox wrote:The Predator and Superman ones look nice. One of those back in the day would have definitely kicked some ass.Macbee wrote:I'm still playing with NES image converter every day (see results on http://mcbremakes.blogspot.com.br/ ) - and I'd love to be able to make slideshows like this.
Not in the near future. I originally wrote the tool so I could use it in a demoscene production, so if/when I start to work on a new demo I might revisit the tool. It definitely should be possible to improve the results.Macbee wrote:By the way are you planning to update it? It's a near-perfect program to me but I always wonder if you have plans to add EVEN MORE amazing features there.
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PRG data:
- OAM data for the 1st frame (using 8x16 sprites)
- OAM data for the 2nd frame
- Palette for the 1st frame (32 bytes)
- Palette for the 2nd frame
- Attribute data for the even attribute rows of the 1st frame (attributes cover a 16x8 area)
- Attribute data for the odd attribute rows of the 1st frame
- Attribute data for the even attribute rows of the 2nd frame
- Attribute data for the odd attribute rows of the 2nd frame
CHR data:
- Background CHR tiles for the 1st frame (covering a 32*30 tile area, so 32*30*16 = 15360 bytes, padded to 16 KB)
- Background CHR tiles for the 2nd frame
- Sprite CHR tiles for the 1st frame (2 tiles for all 64 8x16 sprites, so 128*16 = 2048 bytes total)
- Sprite CHR tiles for the 2nd frame
I can't wait for an updatethefox wrote:I should rewrite this tool some day, I just noticed it makes some obviously wrong choices in some trivial pictures. E.g. if image is mostly black, and contains just some white, for some reason it makes the entire palette black. And sometimes it only fills the first 4 palette colors even though there are other colors in the source image. Seems to be a bug in the palette selection algorithm.
Thanks for the feedback, and sorry for not replying earlier.Macbee wrote:But yeah, the only flaw of "NIC" is related to some wrong color conversions (not that I'm complaining - I'm just trying to inform some bugs).
I use to have 4 problems there:
You're welcome thefox! It was a pleasure to help.thefox wrote:Thanks for the feedback, and sorry for not replying earlier.Macbee wrote:But yeah, the only flaw of "NIC" is related to some wrong color conversions (not that I'm complaining - I'm just trying to inform some bugs).
I use to have 4 problems there:
I checked the source code some time ago and I immediately spotted causes of some of those bugs. Unfortunately the code is so bad I'd rather rewrite it than try fixing it. One of these days...