Author Topic: PCE image converter  (Read 1117 times)

nodtveidt

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Re: PCE image converter
« Reply #15 on: February 20, 2014, 02:01:19 PM »
This is pretty damn awesome. :)

nodtveidt

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Re: PCE image converter
« Reply #16 on: February 20, 2014, 02:07:44 PM »
Code: [Select]
Image2PCE 0.1.8 - Export date : 20/02/2014 23:04:54
BAT.bin 1280 bytes
PAL.bin 32000 bytes
DATA.bin 512 bytes
-------------------------
BAT Size 32x20 Tiles -> 256x160 Pixels
16 palettes used.
It kind of got PAL.bin and DATA.bin's file sizes backwards. :) Also, DATA.bin was listed as twice as large as it really is. Other than that, so far so good, it seems. :) The log is just a minor detail.

ccovell

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Re: PCE image converter
« Reply #17 on: February 20, 2014, 02:58:08 PM »
Touko, a cool program!  I just tried it out.   The optimizing algorithms seem woefully inefficient (couldn't remap a 39-colour image even to the PCE's 241 palette spaces) so I suppose a slider that can adjust between blockiness <---> colour loss might help us.

Also: 30 % PCE Color (what's that?)
Trame ?
Also, how does the program (we?) choose which colour in the image is the BG colour?  I usually use magenta, and there are 2 magentas in each palette.

Tatsujin

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Re: PCE image converter
« Reply #18 on: February 20, 2014, 04:10:00 PM »
Well that's cute.  I'm glad they used Shadow of the Beast for the examples. :)

where do you see SotB? I only see agony :)
www.pcedaisakusen.net
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Tatsujin

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Re: PCE image converter
« Reply #19 on: February 20, 2014, 04:40:46 PM »
wow..this is amazing..I've tried several arcade screenshots between 1985 and 1990, and most of them could be displayed almost unchanged.

I've also tried sonic the hedgehog and it looks even a tad nicer ;)
www.pcedaisakusen.net
the home of your individual PC Engine collection!!
PCE Games coundown: 690/737 (47 to go or 93.6% clear)
PCE Shmups countdown: 111/111 (all clear!!)
Sega does what Nintendon't, but only NEC does better than both together!^^

touko

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Re: PCE image converter
« Reply #20 on: February 20, 2014, 07:18:16 PM »
thanks for testing ..

eh nothing is perfect  :P, i will send to bebby the list of bugs.

fratzengeballer

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Re: PCE image converter
« Reply #21 on: February 20, 2014, 08:45:59 PM »
I just has a quick look and the test graphics I tried look the way I would likw to have them on screen. Nice work, keep going and a big thank you

nodtveidt

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Re: PCE image converter
« Reply #22 on: February 21, 2014, 12:14:25 AM »
Yeah touko, this is a pretty sweet app so far. I like that you can specify the number of palettes it's allowed to use... that helps for making things like digital comics where it's useful to have one palette set aside for text displays.

touko

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Re: PCE image converter
« Reply #23 on: February 21, 2014, 01:29:21 AM »
Quote
Yeah touko, this is a pretty sweet app so far. I like that you can specify the number of palettes it's allowed to use... that helps for making things like digital comics where it's useful to have one palette set aside for text displays.
Of course, i knew that the idea of ​​choosing the number of subpalette to use was good, i had in mind more a backgrounds tool than just a single bitmap converter,because in a game, you don't need to spend all your 16 subpalettes on a single background . .  :wink:
« Last Edit: February 21, 2014, 01:31:42 AM by touko »

Bonknuts

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Re: PCE image converter
« Reply #24 on: February 21, 2014, 02:57:47 AM »
Nice job! Works pretty great. It beats out Pro Motion 6.5, 9 times out of 10. An option to be able to set what the max number of colors per tile, would be great. Instead of using all 16, sometimes sorting algorithms get better results when max tile color of 14 and 13. And usually no perceivable detail is lost.

 Btw: I took the image output of this app and ran it back through my own sorting app (though mine is lossless, so it doesn't reduce anything color wise):
http://www.pcedev.net/j2pce/pic1.png
http://www.pcedev.net/j2pce/pic2.png

 Pic1 is mine, pic2 is the new app (the source image is from both though, so the new app did the reduction). I was able to squeeze the subpalettes from 16 down to 13.

 I usually do this anyway (with Pro motion, quither, etc); two stage process. One app does the reduction and then I re-run through my app to see if I can get the subpalettes crunched smaller.

 Edit: My sorting algo is pretty simple, if you guys want to implement it. Though it can be processing intensive at times.
« Last Edit: February 21, 2014, 03:06:53 AM by Bonknuts »

ccovell

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Re: PCE image converter
« Reply #25 on: February 21, 2014, 11:33:50 AM »
Of course, i knew that the idea of ​​choosing the number of subpalette to use was good, i had in mind more a backgrounds tool than just a single bitmap converter,because in a game, you don't need to spend all your 16 subpalettes on a single background . .  :wink:

And choosing the starting subpalette (ie: pals 10-13) would be very useful too, otherwise you have to edit all tiles in the BAT manually.

I found that right-clicking in the PCE palettes window shows boxes that note which subpalette is assigned to which tiles.  Very useful, but more useful would be if you could DEFINE which range of tiles use which subpalette, thereby forcing the palette-generating program to work a little smarter.

example: I loaded in some sprites from my game, and they use only 2 subpalettes (31 colours maximum) with the tiles from each subpalette strictly cordoned off... but still your image converter wanted to generate 6 subpalettes total!!

nodtveidt

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Re: PCE image converter
« Reply #26 on: February 21, 2014, 12:29:58 PM »
I'm just glad that they will be able to keep improving this, as this is an awesome start. I'm kind of curious as to why it doesn't have BMP support... one of the easiest file formats to parse. Not a huge issue, just a curiosity. The "CRT Emul" option in the "PCE Render" tab is nice... that was an interesting and useful addition.

touko

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Re: PCE image converter
« Reply #27 on: February 21, 2014, 08:38:49 PM »
Quote
And choosing the starting subpalette (ie: pals 10-13) would be very useful too, otherwise you have to edit all tiles in the BAT manually.

ah yes you're right  #-o

Quote
I'm kind of curious as to why it doesn't have BMP support... one of the easiest file formats to parse. Not a huge issue, just a curiosity

I don't know, but i'll ask him .

beddy

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Re: PCE image converter
« Reply #28 on: February 24, 2014, 07:33:36 PM »
Hi !

Tks Touko to talk about Image2PCE et tks everyone for your comments.
I have to correct some bugs. Sometimes, There is colors duplicated in the same pallet. It also has artefacts(square effect) on certain tiles but I should be able to fix that soon.

Now, I am going you to tell it more about me :

When I was adolescent I coded a lot in assembler on C64 and Amiga.
I discovered the PCE only 1 year ago by a friend. He spoke to me with so much passion that about it I was conquered by this machine. At this moment, I decided to develop tools for this generation of machine. My first work is PEA. It is a multi-assembler multi-platform structures but I would return above later. The second work and Image2PCE.

I am not truth coder on PCE yet, and I can understand that Image2PCE is not completed. That is why don't hesitate to ask for evolutions. I shall try to do the best.

Have a good day !

Eddy

 
Eddy

beddy

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Re: PCE image converter
« Reply #29 on: February 24, 2014, 08:13:48 PM »
Touko, a cool program!  I just tried it out.   The optimizing algorithms seem woefully inefficient (couldn't remap a 39-colour image even to the PCE's 241 palette spaces) so I suppose a slider that can adjust between blockiness <---> colour loss might help us.

Also: 30 % PCE Color (what's that?)
Trame ?
Also, how does the program (we?) choose which colour in the image is the BG colour?  I usually use magenta, and there are 2 magentas in each palette.


ccovell, (30 % PCE Color (what's that?)) is not active yet ;) It'll an indicator for converter computing.  I'm gonna use the maximum of cpu of the computer to make the conversion.

Trame will be active on the next version.
Original

PCE Color (No Trame)

PCE Color (With Trame)


You right about slider lock to 241 colors. I'll will optimize this part later too.