Jump to content

TIP Animator


328 replies to this topic

#26  

    Moonsweeper

  • 349 posts
  • Joined: 12-December 03
  • Location:Poznań - Poland

Posted Fri Aug 22, 2008 11:10 AM

tip animator v1.9 (all in one), create XEX file

new example:
tip_magician (all tip files, *.bat with syntax to fit in 64KB memory etc.)
tip_frog
tip_frog2

Attached Files


Edited by tebe, Fri Aug 22, 2008 11:58 AM.


#27  

    Stargunner

  • 1,096 posts
  • Joined: 27-December 04
  • Location:Lima - Perú

Posted Fri Aug 22, 2008 12:15 PM

Awesome work Tebe, congratulations!

Do you have future plans expansions for this product?

#28  

    Quadrunner

  • 5,703 posts
  • Joined: 30-December 01
  • Moongates to the Past

Posted Fri Aug 22, 2008 1:52 PM

Really amazing.

#29 ONLINE  

    Stargunner

  • 1,401 posts
  • Joined: 01-February 04
  • Stay Atari!
  • Location:Warsaw, Poland

Posted Fri Aug 22, 2008 4:11 PM

Here's "Magician" animation that can be loaded on real machine (at least using QMEG's loader).

It was made by changing the batch file the following way:

tipanm.exe 1 12 onedic prg$0d80 dic$3e00

pause

Attached Files


Edited by miker, Fri Aug 22, 2008 4:13 PM.


#30  

    Star Raider

  • 88 posts
  • Joined: 14-February 08
  • Location:Czech Republic

Posted Fri Aug 22, 2008 4:20 PM

v1.9 is great !!! but I have one question. Is possible to make tip images in bath mode? (more images in one step). Because make conversion of 250pics by one pic in tip converter is for very long time:)

#31  

    Star Raider

  • 88 posts
  • Joined: 14-February 08
  • Location:Czech Republic

Posted Fri Aug 22, 2008 4:30 PM

oh, how many pics can i use? I converted 29 and tip animator dont finish it to the xex file. works only 1 - 15. I want to convert one very nice and short PC game intro:)

#32 ONLINE  

    Stargunner

  • 1,401 posts
  • Joined: 01-February 04
  • Stay Atari!
  • Location:Warsaw, Poland

Posted Fri Aug 22, 2008 5:01 PM

Try changing second parameter. Count all the phases and put as second value in batch file.

#33  

    Moonsweeper

  • 349 posts
  • Joined: 12-December 03
  • Location:Poznań - Poland

Posted Fri Aug 22, 2008 5:02 PM

parameter ONEDIC is only for 64KB machine

try with:

tip_anm 1 250 max

#34  

    Stargunner

  • 1,251 posts
  • Joined: 16-July 03
  • Location:Alzey/Germany

Posted Sat Aug 23, 2008 12:13 PM

View Postmiker, on Sat Aug 23, 2008 12:11 AM, said:

Here's "Magician" animation that can be loaded on real machine (at least using QMEG's loader).

It was made by changing the batch file the following way:

tipanm.exe 1 12 onedic prg$0d80 dic$3e00

pause


Thanks Miker !
To make programs work on a real Atari (with standard OS) one MUST NOT use e.g. $0700-$09FF otherwise the program will not work with any DOS or Gamedos. That was the case with tip_magician...

Alas, there are some other tip animations posted here on AA that have the same problen and will not run on real machines: juggler.xex (one segment uses $0400-$3xxx), manga.xex (one segment uses $0400-$3xxx) and puppy.xex (one segment uses $0700-$3xxx). Thus I cannot run them on my real Atari. Can someone fix these three animations for me here... and then upload the fixed versions again ?!? (But since the source TIP pictures have not been posted, maybe only TeBe can do this?)

-Andreas Koch.

P.S.: Maybe TeBe could change Tip Animator in such a way, that memory locations which do not work on a real Atari XL/XE (e.g. $0700-$09FF and $D000-$D7FF) cannot be used/created in the XEX file or show at least a warning message ("Warning ! Output *.XEX file will not work on real Atari" or something like that)... just a thought...

#35  

    Moonsweeper

  • 349 posts
  • Joined: 12-December 03
  • Location:Poznań - Poland

Posted Sat Aug 23, 2008 2:03 PM

TIP ANIMATOR V2.0

View PostCharlieChaplin, on Sat Aug 23, 2008 7:13 PM, said:

P.S.: Maybe TeBe could change Tip Animator in such a way, that memory locations which do not work on a real Atari XL/XE (e.g. $0700-$09FF and $D000-$D7FF) cannot be used/created in the XEX file or show at least a warning message ("Warning ! Output *.XEX file will not work on real Atari" or something like that)... just a thought...

solution: exomizer :)

\example\juggler_64k_exomizer.xex ($2000-$BFFF)

Attached Files



#36  

    Star Raider

  • 88 posts
  • Joined: 14-February 08
  • Location:Czech Republic

Posted Sat Aug 23, 2008 3:06 PM

when I try to animate first 52 jpg tip animator wrote me "tipanm.asx (127) error: $124A" what wrong ? this is in bat file "tipanm.exe 64 115 max" I have working version only to the frame 64 - 108. frame 109 doesnt work:( I want to upload my "anim in progress" I dont know why, but forum wrote me "upload failed, you are not permitted to upload this type of file" Whats wrong? its xex file with 183kb.

Edited by Poison, Sun Aug 24, 2008 12:04 AM.


#37  

    Stargunner

  • 1,251 posts
  • Joined: 16-July 03
  • Location:Alzey/Germany

Posted Sat Aug 23, 2008 4:25 PM

Hello Poison,
I guess you cannot upload *.XEX files here - try ZIPping the file and uploading should work...
-Andreas Koch.

#38  

    Moonsweeper

  • 349 posts
  • Joined: 12-December 03
  • Location:Poznań - Poland

Posted Sat Aug 23, 2008 4:49 PM

View PostPoison, on Sat Aug 23, 2008 10:06 PM, said:

when I try to animate first 52 jpg tip animator wrote me "tipanm.asx (127) error: $124A" what wrong ? this is in bat file "tipanm.exe 64 115 max" I have working version only to the frame 64 - 108. frame 109 doesnt work:( I want to upload my "anim in progress" I dont know why, but forum wrote me "upload failed, you are not permitted to upload this type of file" Whats wrong? its xex file with 183kb.

file ANM.DAT is too long, try "TIPANM FIRST LAST h64"


TIP ANIMATOR 2.1 with more detailed info

Attached Files


Edited by tebe, Sat Aug 23, 2008 4:52 PM.


#39  

    Star Raider

  • 88 posts
  • Joined: 14-February 08
  • Location:Czech Republic

Posted Sun Aug 24, 2008 12:06 AM

thanx tebe its work!!! I have anim with 57 frames and 219kb, but I still cant upload my anim. xex, rar, zip or 7z I cant upload.

#40 ONLINE  

    Stargunner

  • 1,401 posts
  • Joined: 01-February 04
  • Stay Atari!
  • Location:Warsaw, Poland

Posted Sun Aug 24, 2008 1:12 AM

Why you can't upload it? Zip files can be uploaded normally.

#41  

    Star Raider

  • 88 posts
  • Joined: 14-February 08
  • Location:Czech Republic

Posted Sun Aug 24, 2008 2:59 AM

ok zip is ok:) so, here is beta version of mechwarrior 2 intro. its still in progress.

Attached Files



#42  

    Star Raider

  • 88 posts
  • Joined: 14-February 08
  • Location:Czech Republic

Posted Sun Aug 24, 2008 3:18 AM

next error "file anm.dat is too long $2DAF $EA4F".

#43  

    Moonsweeper

  • 349 posts
  • Joined: 12-December 03
  • Location:Poznań - Poland

Posted Sun Aug 24, 2008 3:25 AM

add parametr PRG$0400

TIPANM FIRST LAST H64 PRG$0400

#44  

    Star Raider

  • 88 posts
  • Joined: 14-February 08
  • Location:Czech Republic

Posted Sun Aug 24, 2008 3:38 AM

tipanm.asx (157) ERROR: file anm.dat is too long $11AF $CE4F

is tip animator limited by max file size? Its great util. but it would be nice when it can work on real atari with 512kb or 1MB ram . make 1mb long anim. isnt any problem:)

anim update, is possible to change anim speed? I reduce original movie speed from 19 fps on 5 fps in virtual dub and than export to jpgs, but tip_anim play more speed than 5fps. anim is too fast.

Attached Files



#45  

    Moonsweeper

  • 349 posts
  • Joined: 12-December 03
  • Location:Poznań - Poland

Posted Sun Aug 24, 2008 5:12 AM

View PostPoison, on Sun Aug 24, 2008 10:38 AM, said:

tipanm.asx (157) ERROR: file anm.dat is too long $11AF $CE4F

is tip animator limited by max file size? Its great util. but it would be nice when it can work on real atari with 512kb or 1MB ram . make 1mb long anim. isnt any problem:)

ANM.DAT is limited by max file size, is loaded in to standard RAM (PRG$0400 is the lowest value, works with emul but not on real machine)

View PostPoison, on Sun Aug 24, 2008 10:38 AM, said:

anim update, is possible to change anim speed? I reduce original movie speed from 19 fps on 5 fps in virtual dub and than export to jpgs, but tip_anim play more speed than 5fps. anim is too fast.

add parameter DELAY5

p.s.
JPG is not good choice, convert MPG, AVI is not good choice

TIP ANIMATOR need frames with small differences (slow motion), not with full motion frames

#46  

    Stargunner

  • 1,251 posts
  • Joined: 16-July 03
  • Location:Alzey/Germany

Posted Sun Aug 24, 2008 6:28 AM

View Posttebe, on Sun Aug 24, 2008 1:12 PM, said:

p.s.
JPG is not good choice, convert MPG, AVI is not good choice

TIP ANIMATOR need frames with small differences (slow motion), not with full motion frames


Hmm,
this behaviour reminds me of Motion JPEG (if I remember correctly), which is another (in)famous movie compression format besides MPEG. But in Motion JPEG the frames must not have too many (or too big) differences, otherwise the movie-framerate will slow down and flicker will occcur. Its nice to see, that Atari 8Bit has the same possibilities and the same problems as nowadays technology...

Well, having big animations for the A8 is nice, but only in the emu they will load very fast. Afaik, TIP animator does not support harddisks yet (not that I use A8 harddisks, but...) and loading 320k-1024k animations from an A8 floppy drive takes quite a long time, much longer than the animation sequence you see. Besides, some animations (e.g. Transcendental) will not fit on a 360k 5,25" floppy drive, since they are unpacked. I tried packing with DJ-Packer but after four or five hours the packing still was not finished... argghh...

Is there a special packing program for the PC that lets you pack A8 files more quickly - and that automatically adds a depacking routine for the A8 (like e.g. DJ-Packer does)... ?!? It would be nice to have something like a inflate/deflate routine (e.g. by FoX/Taquart) as part of Tip animator to pack big animations (but with a fixed auto-depack routine, which will depack after the whole animation has been loaded into XRAM)...

-Andreas Koch.

P.S.: With the help of DJ-Packer I could downsize the length of Bombjack-Beta-Version from more than 1400 DD-sectors to just 337 DD-sectors... (the program still requires 320k RAM, but now loading from a floppy drive is much faster/shorter)...

#47  

    Quadrunner

  • 7,947 posts
  • Joined: 30-September 01
  • Location:Baden-Württemberg, Germany

Posted Sun Aug 24, 2008 7:59 AM

Andreas, does not exomizer on pc doing this for you?

#48  

    Stargunner

  • 1,251 posts
  • Joined: 16-July 03
  • Location:Alzey/Germany

Posted Sun Aug 24, 2008 3:43 PM

View PostHeaven/TQA, on Sun Aug 24, 2008 3:59 PM, said:

Andreas, does not exomizer on pc doing this for you?


Well,
thanks for the tip, I just downloaded this program and will test it... (but it will take a while)... while reading the homepage of Exomizer, I noticed that I did not understand very well how the program works, hopefully this gets more clear, when I use the program... -Andreas Koch.

#49  

    Moonsweeper

  • 349 posts
  • Joined: 12-December 03
  • Location:Poznań - Poland

Posted Mon Aug 25, 2008 12:51 AM

exomizer

mads\examples\compression\exomizer\pc

exomizer sfx sys -t 168 -Di_ram_enter=0xff -Di_ram_exit=0xff -Di_table_addr=0xbc40 -n %1.obx -o %1.xex

#50  

    Moonsweeper

  • 349 posts
  • Joined: 12-December 03
  • Location:Poznań - Poland

Posted Mon Aug 25, 2008 10:31 AM

Tip Animator v2.3

new parameter ONEDIC+EXO -> compress with Exomizer

http://madteam.atari...tki/tipanm23.7z





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users