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ilmenit

Member Since 10 Mar 2009
OFFLINE Last Active May 25 2012 10:27 AM

Posts I've Made

In Topic: Quantizator

Fri May 25, 2012 10:26 AM

Beta4:
- Details mask added /details=inputfile /details_val=value
- Improved dithering algorithms
- New dithering algorithm (/dither=knoll)
- Dithering strength added (/dither_val=value)
- /distance param replaced /euclid
- new distance color function (CIEDE2000) that solves problems with "too gray" output
- /noborder param removed

EDIT: Source code attached, No more time today to push it to Github...

In Topic: Quantizator

Mon May 21, 2012 3:24 AM

View PostXuel, on Sun May 20, 2012 5:12 PM, said:

I was thinking the same thing! I created a fork that makes Allegro optional. Executables here. I made the default /max_evals=5000 when Allegro is disabled.
ilmenit, I hesitate to merge this into the mainline since it mucks up the code quite a bit. Ideas?

There a 4 parts of RastaConverter:
1. GUI (allegro library) which for now is only displaying and could be replaced by sth better (f.e. similar to http://noname.c64.or...lease/?id=93314 ) or by a pure command line.
2. Loader (freeimage library) responsible for loading the input from a different gfx formats.
3. Preprocessing - converting to the Atari palette with a selected color distance function, changing the saturation and the contrasts, applying a dithering. This part can be interactive in the GUI or parametrized in the command line.
4. Converter - command line executable to be called or external module (DLL) to be loaded by other frontends (Graph2Font?) on demand.

Recently I'm too busy to work on the converter so feel free to do your changes. This is an open source project and anyone can contribute :-)
Good work with recreation of the history in the GitHub!

In Topic: Quantizator

Fri May 18, 2012 7:50 AM

The GitHub repository is here:
https://github.com/i...RastaConverter/
Empty for now - I'm out of time today to do it.
Xuel, you should have access to add a version with your modifications now.

In Topic: Quantizator

Wed May 16, 2012 4:20 AM

View Postphaeron, on Wed May 16, 2012 12:59 AM, said:

I dug some more into the Diablo sprite stripe problem, and it looks like RastaConverter has uncovered sprite handling bugs in all emulators.

Indeed. Proper sprite repositioning was the hardest thing to do in the RastaConverter and debugging it ate a lot of time.
I will try to find and send you my tests files - there were differences on all the emulators and the real Atari.
Damn, I thought that I have done it properly :|

In Topic: Quantizator

Wed May 16, 2012 4:13 AM

View PostXuel, on Wed May 16, 2012 12:31 AM, said:

Some hacks to improve borders:
  • Skip COLBAK init to improve top border.
  • Use all four missiles with PF3 (fifth player) for side borders, disable GRACTL missile DMA, set GRAFM to $FF. This allows using /noborder mode in RastaConverter so all four players can be used for detail.
Attachment leenorris.xex

Do you modify the source of RastaConverter too? I'm planning to do some changes now and would like to work on the newest version.
I have to read about how setting GRAFM=$FF and no missile DMA covers other players.
How skipping the COLBAK init can improve the top border?

leenorris.xex - Nice :) It may be worth to try to do transitions from one frame to the next using the /continue option. In theory it could minimize raster program differences caused by random initialization and animation could be smoother. Maybe another parameter /transform (instead of /continue) should be added to change probability of mutations or use different mutations.