Author Topic: Graphics remapping techniques?  (Read 2379 times)

Vecanti

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Re: Graphics remapping techniques?
« Reply #30 on: March 08, 2012, 05:41:29 PM »
Here's the image using just 16 colors (out of the legal 512 9bit pallete)


and




They look so good in color why use B&W  :)

« Last Edit: March 08, 2012, 05:55:31 PM by Vecanti »

ccovell

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Re: Graphics remapping techniques?
« Reply #31 on: March 09, 2012, 12:34:42 AM »
Of course, I was talking about techniques to get more shades out of greyscale art, or pictures that are already in greyscale / sepia only ( except I happened to use colour examples).  Remapping colour pictures to limited RGB palettes has had enough written about it; greyscale remapping hasn't.

Vecanti

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Re: Graphics remapping techniques?
« Reply #32 on: March 09, 2012, 02:45:51 AM »
Of course, I was talking about techniques to get more shades out of greyscale art, or pictures that are already in greyscale / sepia only ( except I happened to use colour examples).  Remapping colour pictures to limited RGB palettes has had enough written about it; greyscale remapping hasn't.

Yeah, I was just joking about going with color after I gave up playing with grey scale.  I couldn't get anything to look as good as the ones you have.  But I have another idea I might try. 


Vecanti

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Re: Graphics remapping techniques?
« Reply #33 on: March 10, 2012, 06:08:28 AM »
 My other idea didn't work as good as yours :) Well, it didn't work at all.  I got one close, but it was bad.  Though just using the 8 grey colors I did make these. Though I'm guessing the techniques you are trying are to find ways to do more without dithering? Does dithering take up more space mem wise?


PCE 8 color out of 512 on this side    ------ >   Original  JPG on this side
 

 

 

 

 

 
« Last Edit: March 10, 2012, 06:10:00 AM by Vecanti »

Vecanti

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Re: Graphics remapping techniques?
« Reply #34 on: March 10, 2012, 09:51:46 AM »
I converted them 512x240 made a slide show using your demo.

http://vecanti.net/8color/slideshow.pce

I guess the dithering loses something at lower resolutions.  Duh, I suppose.

BTW, I couldn't compile the Hi-Res Slideshow example with a default install of MagicKit V2.51, it said that batcpy syntax has changed.

This is what is there:

   batcpy $0,\
             #64,\
              $8200,\
             #64,\
             #30

After looking at the original from teh MagicKit site I removed a value :)  And it compiled.  That may be why I have random artifacts in that demo.  Sadly I know nothing about assembly, but it would be cool to get this slide show working.

Here's what I ended up with that worked.
   batcpy $0,\
             $8200,\
             #64,\
             #30


Bonknuts

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Re: Graphics remapping techniques?
« Reply #35 on: March 10, 2012, 10:56:36 AM »
 Your 8 greyscale dither could use some hblur effect :)

 Since we're talking about imagine conversions and dither, here's my hblur one

[simulated image of what it should looks like on the real system or emulator that doesn't drop frames]

[what it looks like prep'd and going into the pce code]

[hsync frame 0]

[hsync frame 1]


 It's a 30hz pic. Instead of switching between two different dithered pics in vram, this is just a single pic. The upside is vram savings, the down side is that the color depth for RGB is only increased to 12bit(4bit element) from that of 9bit (3bit element) RGB. The original image needs to be patterned dithered into vertical lines instead of XOR pattern. That way each frame *IS* XOR pattern from the hsync shift on every other line.

http://www.pcedev.net/hblur/example_robo.pce Warning: emulators will drop frames now and again, spoiling the effect a little. (I haven't tested this exact revision on the real console, but the previous revision worked fine - so this should as well.)

Vecanti

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Re: Graphics remapping techniques?
« Reply #36 on: March 10, 2012, 11:11:48 AM »
Wow, interesting.  That's a pretty cool idea/effect.  :)

Black Tiger

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Re: Graphics remapping techniques?
« Reply #37 on: March 10, 2012, 11:18:53 AM »
I guess the dithering loses something at lower resolutions.  Duh, I suppose.


Yeah, the highest resolution used to cover a quarter of an image does a lot to increase the effectiveness of dithering. :P

Here's a comparison of the tire pic to a simple conversion of the same image in the resolution most likely to be used by people developing new PCE games-




http://www.superpcenginegrafx.net/forum

Active and drama free PC Engine forum

Vecanti

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Re: Graphics remapping techniques?
« Reply #38 on: March 10, 2012, 11:41:42 AM »
I guess the dithering loses something at lower resolutions.  Duh, I suppose.

Yeah, the highest resolution used to cover a quarter of an image does a lot to increase the effectiveness of dithering. :P


Yeah, I start to see that when I made the Slideshow demo.  But they still look pretty good in the demo I think.  But if you keep them at the orignal large size you could use them as a background and scroll around.  Make a Zelda game on a tire?  Maybe not. :)


ccovell

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Re: Graphics remapping techniques?
« Reply #39 on: March 10, 2012, 11:53:35 AM »
320- and 512- resolutions on a TV also sometimes make the dithering look nasty and juddery, ie: the hair on the girl on the Ys title screen.  That's why increasing the shades and decreasing the dithering would be a better tradeoff than full ordered or F-S dithering looking nasty on-screen.

ccovell

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Preserving the beauty of Magician Lord
« Reply #40 on: May 04, 2012, 01:34:26 AM »
Bump onto a new page...  (too many damn pics here!)

ccovell

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Re: Graphics remapping techniques?
« Reply #41 on: May 04, 2012, 01:35:57 AM »
Bump onto a new page... (too many damn pics here!)
« Last Edit: May 04, 2012, 01:38:04 AM by ccovell »

ccovell

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Re: Graphics remapping techniques?
« Reply #42 on: May 04, 2012, 01:36:22 AM »
Bump..

ccovell

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Re: Graphics remapping techniques?
« Reply #43 on: May 04, 2012, 01:36:36 AM »
Bump

ccovell

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Re: Graphics remapping techniques?
« Reply #44 on: May 04, 2012, 01:36:55 AM »
Bump onto a new page... (too many damn pics here!)