Greyscale Testing Program
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- thegamefreak0134
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Greyscale Testing Program
I am looking for a good program I can use to take 96x64 bitmaps on my computer and output a program I can run on my calc to view the picture. I only need to be able to see 4-level greyscale. Note that I already have image studio, I just need to be able to view pictures on the calc with little or no flicker if possible. Thanks!
-gamefreak
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Wow. Um, I don't really have words for this tool. This is the only engine I've ever seen do greyscale that... well... flawlessly on an 84+. Not to mention that it can be fine-tuned at runtime so it works on every model. This is a great tool. thanks!
Um, the tool comes with the source for the project, and permision to use the engine in my own project. However, I'm kinda a noob ot this, so could someone explain nicely how I would go about doing this? I understand how to copy and paste, don't get me wrong. I just don't understand how the engine itself works or how I would have to structure my code around it to get it to work. Any help would be greatly appreciated here. Once I get this done, I can begin work on converting the sprites and starting the battle engine. yay!
-gamefreak
Um, the tool comes with the source for the project, and permision to use the engine in my own project. However, I'm kinda a noob ot this, so could someone explain nicely how I would go about doing this? I understand how to copy and paste, don't get me wrong. I just don't understand how the engine itself works or how I would have to structure my code around it to get it to work. Any help would be greatly appreciated here. Once I get this done, I can begin work on converting the sprites and starting the battle engine. yay!
-gamefreak
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- benryves
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I haven't looked at RigView's source, but I assume that it is intended solely for displaying greyscale images, so it just has a loop that displays the image. If you wanted to use it in a game, you'd have to spend some time processing elsewhere, and so the closely-timed greyscale wouldn't be so "closely-timed" anymore.thegamefreak0134 wrote:Um, the tool comes with the source for the project, and permision to use the engine in my own project.
- thegamefreak0134
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- thegamefreak0134
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OK. Do either of them let me fine tune? Which of them is easiest to use? Most importantly, do they run in the background? I really need to be able to set and forget them, as I do not have the skill required to time calls to a greyscale render loop every so-often...
I need something I can enable that will run as long as I need it to. I need to be able to run my code at the same time, so it should be interrupt based. I also need to be able to easily access the GS screen with sprite routines and such, and will need to know how to format my sprites to display properly in the routine. Can either of these projects do these things?
I need something I can enable that will run as long as I need it to. I need to be able to run my code at the same time, so it should be interrupt based. I also need to be able to easily access the GS screen with sprite routines and such, and will need to know how to format my sprites to display properly in the routine. Can either of these projects do these things?
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Tr1p has used Duck's grayscale package (if I can recall correctly) for Desolate. It's really good in terms of running the game in real time. Should be perfect for pokemon.
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RGP is said to be flawless. You should check www.revsoft.org.
- thegamefreak0134
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- benryves
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Pretty much just this:thegamefreak0134 wrote:I hear tell that it's possible to copy the routines to saferam and run them from there, but I don't know how to do that.
Code: Select all
; snip
ld hl,routines
ld bc,end_routines - routines
ld de,saferam
ldir
; snip
routines
.include "my_routines.inc"
end_routines
This is a fairly common-ish thing to do, so if anyone can think of a slick way for an assembler to handle this case, I'm all ears!
- thegamefreak0134
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ldir is unfamiliar to me. Do i guess correctly that it copies all of the stuff from hl to bc to the memory location at de?
Based on the routines I will be copying, this shoudn't be to hard to get done. However, I am completely oblivious to interrupts of any kind, so if they need to have those addresses set i'm screwed...
Based on the routines I will be copying, this shoudn't be to hard to get done. However, I am completely oblivious to interrupts of any kind, so if they need to have those addresses set i'm screwed...
- benryves
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Oh, ldir is a vey useful instruction. It copies 'bc' number of bytes from the location pointed to by 'hl' to the location pointed to be 'de'. A common use would be copying a title screen to the graph buffer:thegamefreak0134 wrote:ldir is unfamiliar to me. Do i guess correctly that it copies all of the stuff from hl to bc to the memory location at de?
Code: Select all
; Snip
ld hl,picture ; Picture data
ld de,plotSScreen ; Graph buffer
ld bc,768 ; 768 is (96*64)/8 bytes
ldir
call ionFastCopy ; Display it.
; Snip
picture
; 768 bytes of picture data