More colours II (Was: Most popular new features?)

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  • edited January 2010
    It's for the ulaplus
  • edited January 2010
    Arm73 wrote: »
    I'm sorry , I just jumped into this topic and I saw this.
    I tried to track the discussion but I'm not too sure whether it runs on Emuzwin or Spin enhanced ula...........Help please ?

    The latest Spin with ULAPlus turned on.

    chaos64a.png chaos64b.png
  • edited January 2010
    It seems John's a Chaos fan but I have to ask. Any chance you could consider doing something similar with Laser Squad? :)
  • edited January 2010
    TO: John Elliott ...slightly off topic, but please do yield to that temptation... If you have any patches and additions to the Chaos game to add, or new features, there are plenty of people here that would love to see them!!!!!
  • edited January 2010
    zxbruno wrote: »
    It seems John's a Chaos fan but I have to ask. Any chance you could consider doing something similar with Laser Squad? :)

    I've never played Laser Squad, let alone disassembled it, so I don't think I'd be able to.
    kgmcneil wrote: »
    TO: John Elliott ...slightly off topic, but please do yield to that temptation... If you have any patches and additions to the Chaos game to add, or new features, there are plenty of people here that would love to see them!!!!!

    I wasn't thinking so much of new features, but of (for example) fixing the bug that allows you to resurrect (say) a Golden Dragon by sticking a Giant Rat on top of it and casting Vengeance. Or the 'New Spell for X' message that shows up after the game is over.

    (If you'd prefer altered game mechanics to 256 colours, there's an extensively patched version of Chaos on the gooeyblob Yahoo group: chaosmod.sna)
  • edited January 2010
    ...Thanks John, sounds intriguing... any chance of a link to that chaosmod.sna file, or must one have to join the group first to get it?...
  • edited January 2010
    I think you'll have to join the group first.
  • edited February 2010
    Well, 3 weeks is long enough time... anyway, another stunning picture from the c64 community:

    Tuksu.gif

    http://pc.sux.org/tomcat/Tuksu.tap

    Original C64 image:

    http://noname.c64.org/csdb/release/?id=88672
  • edited April 2010
    The latest version of SCRplus, 0.14, is now available at http://sourceforge.net/projects/scrplus/

    This version adds:
    - Import palettes from TAP palette files or 64-byte raw files.
    - CLUTmasks - restricts the engine to only using the selected CLUTs
    Note that the GUI has no controls for either of these features, so you will have to apply them on the command line.

    Arda, you probably want to update :)

    Next version (0.15) [strike]planned for fairly soon[/strike] now available, same place. Adds:
    - YUV-tweaks (shift&scale) on the command line. Arda could use sliders
    - proximity-depress control on the command line. Again, a slider to control this would be useful. What this number does is control how much the 'wantedness' of nearby yuvs is scaled back when a palette entry is added, so it adjusts the tendency to use colours close together. Arda: this uses the double 'depress', which was already present in old versions but always left at 0. Was that what you were using for the "Palette variation" slider? (If not, then what?)
  • edited April 2010
    Sorry for the double post, but I really am devving fast tonight...
    SCRplus 0.16 now available (http://sourceforge.net/projects/scrplus)...

    Adds:
    - Reasonably functional GUI (including sliders for the yuv-tweaks and the prox-depress, and buttons to reset them, toggle Timex, toggle Dither fix, update render, save, discard, and exit)
    - A new algorithm for Stage 3 ("Per-Block YUVs", distribution splitting)

    The engine has changed, so Arda should use this one in the next cULA (although, now that the GUI is usable, some cULA users might flip over to SCRplus... ;) )
  • edited April 2010
    I have tried reading on the http://sites.google.com/site/ulaplus/ site and in this thread, but couldn't figure out how to get the recoloured games on the ulaplus site to work in Spin. I did get Chaos obtained from this thread to work though. Do you have to load in the palette first and then then the game after?

    Apologies if I am missing something obvious or just being an annoying noob :smile:
  • edited April 2010
    Klepto wrote: »
    I have tried reading on the http://sites.google.com/site/ulaplus/ site and in this thread, but couldn't figure out how to get the recoloured games on the ulaplus site to work in Spin. I did get Chaos obtained from this thread to work though. Do you have to load in the palette first and then then the game after?

    Apologies if I am missing something obvious or just being an annoying noob :smile:

    Yes, in spin:

    settings -> display -> emulation
    make sure 64 colour is enabled

    settings -> files -> tapes
    UNTICK Load tapes automatically

    open the palette tap file, load""
    open the tap or tzx for the game and load""
  • edited April 2010
    AY Chip wrote: »
    The engine has changed, so Arda should use this one in the next cULA (although, now that the GUI is usable, some cULA users might flip over to SCRplus... ;) )

    Good thing that I'm too lazy nowadays :D Looks like the only thing left to implement is a file requester/browser for SCRplus.

    I'll try to port it soon but no promises. And for users flipping over to scrplus, I don't think there is any user other than andrew (basically he is a mac user, so there is a big posibility that there is no user of Cula anywhere.) :)
  • edited April 2010
    Arda wrote: »
    Looks like the only thing left to implement is a file requester/browser for SCRplus.

    Yeah, I was thinking about that, and I think a graphical file requester is really quite a difficult thing to code, so I'm not sure that'll happen, at least not for a while. I mean, you need /scrollbars/ and things. Have you any idea how hard that is to code with ad-hoc SDL?

    On Linux, the best way to use the GUI atm is to pipe a file into scrplus and load from /dev/stdin, then use the rest of the gui as normal.
  • edited April 2010
    AY Chip wrote: »
    Yeah, I was thinking about that, and I think a graphical file requester is really quite a difficult thing to code, so I'm not sure that'll happen, at least not for a while. I mean, you need /scrollbars/ and things. Have you any idea how hard that is to code with ad-hoc SDL?

    so use a proper toolkit then instead of re-inventing the wheel ;)
  • edited April 2010
    guesser wrote: »
    so use a proper toolkit then instead of re-inventing the wheel ;)

    But they're all object-oriented. I don't do Oops.
  • edited August 2010
    SCRplus 0.17 is a complete rebuild from the ground up, with a new improved algorithm.
    It's not completely ready for prime-time yet, but for those who want a preview, check out SCRplus 0.17.3:
    For Linux: http://sourceforge.net/projects/scrplus/files/scrplus_0.17.3-nogui.tar.gz/download
    For Windows: https://sourceforge.net/projects/scrplus/files/scrplus_w0.17.3-nogui.zip/download

    Still missing: The GUI; decent documentation.
    Known bugs: YUV-tweaks don't work properly on Windows.
  • edited August 2010
    bloodscr.png
    Latest drawing from andrew owen, note that this is not a conversion. And it only uses 20 colours, with still 8x8 attribute clash. There is still free 40 colours available.

    Download as Ula64 scr.

    (youcan view ula64scr files with speccyview at http://sites.google.com/site/ulaplus/home)

    When I see these drawings, I wonder what if Clive came up with 64 colour idea when he introduced zx spectrum. :) These images looks sexy.
  • edited September 2010
    It's incredible to see how a simple palette changer improves graphics on a Speccy. If only Clive would have thought about it...
  • edited September 2010
    na_th_an wrote: »
    It's incredible to see how a simple palette changer improves graphics on a Speccy. If only Clive would have thought about it...
    The Spectrum design was all about cost, "... not designing the Space Shuttle.". Besides, it would have been impossible to do the 64 colour palette (as in the ULAplus design) without a huge and prohibitively expensive ULA (or two cheaper ULAs) and/or external palette memory (which would require some mental signal timing and extra ULA pins....)

    So you can see what it wasn't done. Technically simple, but costly.
  • edited September 2010
    Of course, the Speccy was a great design in therms of low cost. I was only dreaming ;)
  • edited September 2010
    Regarding low cost requirement that made more colours impossible, there is add-on thing for russian clones called 'Flash color'. It uses Flash bit to allow 128 (actually less) ink colors on black paper if the bit is set. The difference is that color switch happens at 14 MHz instead of usual frequency. It is much simpler than ULA+ (no RAM etc), and thus cheap, and I guess it was doable in 1980s.
  • edited September 2010
    And here is another C64 pic for ya all from the demo Industrial Dawn:

    IndDawn.gif

    TAP: http://pc.sux.org/tomcat/IndustrialDawn.tap

    Original C64 demo: http://noname.c64.org/csdb/release/?id=76275&show=review

    I think this one might be the last one from me :)
  • edited September 2010
    Nice. :) How about some C64 digitised pics? :)
  • edited September 2010
    zxbruno wrote: »
    Nice. :) How about some C64 digitised pics? :)

    What pics ? Link ?
  • edited September 2010
    What I meant was that I would like to see some more pics, digitised if possible. :)
  • edited September 2010
    zxbruno wrote: »
    What I meant was that I would like to see some more pics, digitised if possible. :)

    Something like this? ;)





    I'm not sure the conversion is possible (most are IFLI pictures), but it would be nice..
  • edited September 2010
    OK, one more, for old times sake (Chunk Funk):

    ChunkFunk.gif

    TAP: http://pc.sux.org/tomcat/ChunkFunk.tap

    C64 original: http://noname.c64.org/csdb/release/?id=93993
  • LCDLCD
    edited September 2010
    How about connecting a VIC II from C64 to Spectrum (with own Video/S-Video output) and use it to display such images, hardware scrolling and hardware sprites? Maybe with a Hires timer chip to allow IFLI.
    C64s SID chip was already connected to Spectrum.
  • edited September 2010
    LCD wrote: »
    How about connecting a VIC II from C64 to Spectrum (with own Video/S-Video output) and use it to display such images, hardware scrolling and hardware sprites? Maybe with a Hires timer chip to allow IFLI.
    C64s SID chip was already connected to Spectrum.

    That could be a tricky one with the timing differences. The VIC-2 runs at around 8MHz with not a lot of waggle room and the Spectrum at 3.5MHz.
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