Home › Forums › Game Frame › Game Frame Art Gallery › How do we create Pixel Art?
- This topic has 37 replies, 7 voices, and was last updated 10 years, 3 months ago by Chef.
-
AuthorPosts
-
March 12, 2014 at 4:48 pm #691foglemanParticipant
I used ImageMagick for both but maybe I used different command line parameters. I’ll try again later.
March 12, 2014 at 8:07 pm #701foglemanParticipantJeremy – when you say “in reverse” do you mean BGR instead of RGB or the Y-axis is inverted or something else?
March 12, 2014 at 9:21 pm #703Jeremy WilliamsKeymasterYes, the Y-axis is inverted. Do you see this? I’ve attached an example of the same image saved from Photoshop and Mac Preview (Export -> Windows BMP).
If you open them in a HEX editor, you’ll plainly see that all of the image bytes are written in opposite orders. In the Photoshop file, the bytes are written from the bottom up, and in the Mac version they’re top-down. I suppose the Mac version makes more logical sense, but it’s not the standard.
If you look at the file headers at offset 16, you’ll see the vertical resolution of the image represented as a 32-bit signed integer. The photoshop file is 64 (40 00 00 00). The Mac file is -64 (C0 FF FF FF).
Attachments:
You must be logged in to view attached files.March 13, 2014 at 12:29 am #706foglemanParticipantHmm, if I look at offset 0x16 in sync.bmp, I see:
00 96 00 00 => 38400
Which is the (positive) height of the image. Likewise, with seq.bmp I see:
40 00 00 00 => 64
According to wikipedia, if the image is stored top to bottom, the height would be negative.
March 13, 2014 at 12:38 am #707foglemanParticipantBut you’re right, the rows of the image are definitely stored from top to bottom. Still looking into it.
March 13, 2014 at 1:00 am #708foglemanParticipantScratch that. I think it’s correct.
The height is positive and the bottom pixels come first in the binary data. (It’s easy to tell because the end of the sequence is when the fireflies are in sync – so the pixels are either all on or all off, mostly.)
So, are you sure there’s an issue with my file?
March 13, 2014 at 1:09 am #709Jeremy WilliamsKeymasterArg, I was using a signed Int (16 bit) to store the height, so your high resolution broke that. I changed it to unsigned and it reads the resolution correctly now (positive) but it breaks something else down the chain. I’ll look deeper tonight.
March 13, 2014 at 1:58 am #710Jeremy WilliamsKeymasterWell, I think you basically found the maximum resolution. The use of signed 16 bit integers just cascades throughout the code, and the amount of Flash and RAM left is just humorous. Just to test adding a single 32-bit integer resulted in this cute bit of debug text:
Binary sketch size: 32,250 bytes (of a 32,256 byte maximum)
So the maximum resolution is theoretically 32,767 X/Y, but I’m sure we should reduce that in case there is code that relies on larger values (off screen stuff). So let’s say 32,000. Photoshop won’t even allow me to save a BMP that big (16×32000). If you can make one, I’ll test it out. It would be an even 2000 frame filmstrip.
March 13, 2014 at 2:13 am #711foglemanParticipantMarch 13, 2014 at 2:36 am #713Jeremy WilliamsKeymasterBingo. Plays all the way through to the end and loops fine. (Looks really cool, too.) Thanks for helping me discover and diagnose this!
March 13, 2014 at 2:45 am #714foglemanParticipantAwesome, glad to help.
When I wrote that firefly code, I thought about doing it with an LED grid. But I’m not a hardware guy and never got around to trying. That was the first thing I thought of when I saw the Game Frame and I was sold instantly.
March 22, 2014 at 2:31 pm #780HaveParticipantDo you have an animation of the firefly image?
March 22, 2014 at 3:40 pm #781foglemanParticipantIt looks sort of like the one on this page:
http://www.michaelfogleman.com/sync/
Except that GIF is a very short loop, just a few seconds.
March 26, 2014 at 6:59 am #839Digital NemesisParticipantHmmmm…. I think I am officially confused at the exact criteria needed. I used Photon Storm to get a good looking 256 pixel Gameboy and animated Tetris on it with Pixaki on iPad 4 to export to Photoshop on my MacBook Pro 10.8.5. Now I have this PSD with 25 layers of animation and no hope of outputting it to a filmstrip with Photoshop CS6 since Imagestitch only works on Mavericks not Mountain Lion (can’t upgrade now, have a quad boot, java and VPN issues on Mavericks, blah blah blah…)
Is there a method using an interface other than terminal to stitch these and I don’t get any response from GameFrame simulator when I add an internet 24-bit BMP into it (run Game Frame – File – Open – XXXXX.BMP)
I want to dump a truckload of artwork into this project and just need a simpler method of getting there, any thoughts?
I attached the GameBoy.PSD file!
March 26, 2014 at 7:07 am #840Digital NemesisParticipantOh can’t add PSD.
Here is external link to get my file:
http://members.shaw.ca/digitalnemesis/Gameboy.psd
Cheers!
-
AuthorPosts
- The forum ‘Game Frame Art Gallery’ is closed to new topics and replies.