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I'm Mr_Alert and ZOMG LOOK GRAPHIX...:(

#31 User is offline   Superfunk 

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Posted 04 December 2005 - 02:25 PM

That was somewhat fun to watch.
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#32 User is offline   barbarian 

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Posted 05 December 2005 - 10:56 AM

THE MEMORY TEST TOOK A WEEK

all the stuff in this thread is excellent alert. that's somme goood workk booyyss [/wiggum]
Final Year Project Blog: http://mtsynth.blogspot.com/
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#33 User is offline   Dr Lancer-X 

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Posted 05 December 2005 - 11:56 AM

That was surprisingly elaborate.
Posted Image
<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
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#34 User is offline   Pyro1588 

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Posted 05 December 2005 - 03:31 PM

heh, it was well-done. how much time did you put into it? and did you even stop to think how many kittens you could have saved if you had spent your time going down to the local animal shelter instead of making startup parodies? i mean sure, it looks cool and all, but now think of all the poor dead kittens =(
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Go show those nutty Koreans what us crazy Europeans are made of pirate.gif pirate.gif pirate.gif - Saike
<exophase> The old Commodore strategy of, "Go friggin' bankrupt!"
<wervyn> Go away! I'm writing the same engine I always do!
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#35 User is offline   Mr_Alert 

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Post icon  Posted 17 December 2005 - 04:29 AM

Whee! More vector engine updates!

- Made minor tweaks to the vector engine itself.
- Character set viewer added; Press S to see it.
- Added a board with snow! YEY for misuse of the vector engine!

Attached File(s)


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#36 User is offline   VinceP 

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Posted 17 December 2005 - 07:48 AM

Pretty neat. Everything got all slow when the borders came into view though.
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#37 User is offline   Koji 

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Posted 17 December 2005 - 08:12 AM

yeah this form of snow is reeeeeaaaaaalllly slow. I prefer paulguys's snow engine to this one because it's simpler, and really looks better dispite this ones pixel perfectness...

Let this be a lesson to you all! (graphics > all) returns 0!
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#38 User is offline   Mr_Alert 

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Post icon  Posted 17 December 2005 - 08:28 AM

Yeah, the vector engine isn't really meant to be used for just plotting a bunch of dots. If I were to strip pretty much everything except the pixel plotting code, it'd be much faster. Well, at least it more or less shows the viability of a starfield background on a game using this engine or some such. So much for that idea.
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#39 User is offline   Nedemai 

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Posted 17 December 2005 - 10:14 AM

I was looking at your code and I kind of see how this all works... this is really neat... I like the snow a lot :(

edit; I didn't find it slow at all

This post has been edited by Nedemai: 17 December 2005 - 10:15 AM

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#40 User is offline   Pyro1588 

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Posted 17 December 2005 - 11:26 PM

the snow was fun, and i still like the clock. now make an mzx Christmas special =)
<Tox> bah. I may as well give in and shop australia. D:
<pyro1588> "welcome to australia, can i help you find what you're looking for?"
<Tox> pyro1588, I'm giving you the most reproachful of glares right now.
--------
Go show those nutty Koreans what us crazy Europeans are made of pirate.gif pirate.gif pirate.gif - Saike
<exophase> The old Commodore strategy of, "Go friggin' bankrupt!"
<wervyn> Go away! I'm writing the same engine I always do!
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#41 User is offline   Mr_Alert 

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Post icon  Posted 23 December 2005 - 03:48 AM

Testing a character set reduction algorithm I made...

This looks retarded:
Posted Image

This is the original:
Posted Image
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#42 User is offline   Nedemai 

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Posted 23 December 2005 - 03:57 AM

That looks like it could look very nice well with a little more work, keep it up!
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#43 User is offline   Mr_Alert 

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Post icon  Posted 23 December 2005 - 05:58 AM

More character set reduction stuff:

Pixel comparision:
Posted Image

Half-char pixel count comparison:
Posted Image

As you can see, the pixel comparison is better on edges and shapes, while half-char pixel count comparison is better with shading.
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#44 User is offline   weasel 

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Posted 23 December 2005 - 06:01 AM

Impressive stuff. If it works this well with these detailed 640x350 images, it ought to work pretty well with a moderately-detailed vector scene.
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Serious damage to important body parts pretty much ruins any plans you had for living. Bummer.
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#45 User is offline   Mr_Alert 

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Post icon  Posted 23 December 2005 - 06:27 AM

Quarter-char pixel count comparison:
Posted Image

This seems to be good with both edges/shape and shading.
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#46 User is offline   Nedemai 

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Posted 23 December 2005 - 06:31 AM

Getting closer :(
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#47 User is offline   Mr_Alert 

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Post icon  Posted 23 December 2005 - 07:50 AM

Here be the C code for the converter program. randumb.bmp is expected to be a 1-bit monochrome 640x350 BMP, and it outputs randumb.chr and randumb.mzm.

Source code stuffs

EDIT: Picture converted for Frobozz. Could use a little work though...

Posted Image

This post has been edited by Mr_Alert: 23 December 2005 - 07:55 AM

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#48 User is offline   Frobozz 

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Posted 23 December 2005 - 08:12 AM

Like? All of them could use some color. The top one did the best because the image wasn't that big. :(

Posted Image
Posted Image
Posted Image

Wow that last one has weird looking paws. :(
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#49 User is offline   Mr_Alert 

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Post icon  Posted 23 December 2005 - 09:20 AM

This looks even more retarded with quarter-char pixel count comparison:

Posted Image

EDIT: Oh, well. At least the person has eyes...kinda.

This post has been edited by Mr_Alert: 23 December 2005 - 09:23 AM

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#50 User is offline   VinceP 

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Posted 23 December 2005 - 03:59 PM

At least we can see the eyes now. :(
<a href='http://www.puppylinux.com/' target='_blank'>irritating large image removed</a>
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#51 User is offline   Frobozz 

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Posted 23 December 2005 - 04:02 PM

Bit of a hurry so only brief descriptions.

Klingon D-7
Posted Image

Enterprise orbiting a planet
Posted Image

Mad Mod Mike
Posted Image

MZX letters
Posted Image

Last image was quad chars. Rest were all per-pixel. Seems per-pixel does pretty well with graphical images. :(
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#52 User is offline   Koji 

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Posted 23 December 2005 - 06:41 PM

O.o thoes are impressive.

EDIT: Now make an FMV! :(

This post has been edited by Koji: 23 December 2005 - 07:11 PM

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#53 User is offline   Mr_Alert 

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Post icon  Posted 23 December 2005 - 10:17 PM

Eighth-char pixel count comparison:

Posted Image

Seems to work even better than quarter-char pixel count comparison. I was afraid it would end up too much like pixel comparison.

IT'S A BUNNY!!!!11!!@@#$*M&)ChNLXSLQM:ZM:;,lzs

Posted Image
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#54 User is offline   Nedemai 

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Posted 23 December 2005 - 10:45 PM

It keeps looking better and better. Whatever your doing, its working so far.
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#55 User is offline   weasel 

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Posted 23 December 2005 - 11:56 PM

The Klingon cruiser looks just about perfect. I don't see any flaws in it whatsoever.
Blaugh!
Serious damage to important body parts pretty much ruins any plans you had for living. Bummer.
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#56 User is offline   Skylark 

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Posted 24 December 2005 - 01:45 AM

Heh, you could make a sort of slide show with photos of the members and put a quote after their faces have flashed on the screen, as a sort of welcome to the community.

Or you could just do what you're doing. This stuff is pretty awesome.
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#57 User is offline   Mr_Alert 

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Post icon  Posted 24 December 2005 - 09:07 AM

GRAYSCALE!!!

Posted Image

EDIT: My code's a mess. :(

Black & white converter thing
Grayscale converter thing

This post has been edited by Mr_Alert: 24 December 2005 - 09:27 AM

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#58 User is offline   Frobozz 

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Posted 24 December 2005 - 12:14 PM

Well I retried a few dozen images. The monochrome one still produces the best images. Although the Klingon cruiser came out about the same - only grayscale.

Posted Image
Posted Image

Unfortunately, I wasn't able to test the monochrome eighth character thing because it didn't seem to work for me. :(
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#59 User is offline   Bramble 

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Posted 24 December 2005 - 07:48 PM

These are awesome Alert, especially the Klingon ships and the Mad Mod Mike.
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#60 User is offline   Mr_Alert 

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Post icon  Posted 24 December 2005 - 10:19 PM

Improved character comparison involving negative characters, changes made to the grayscale converter available above, although the changes are also relevant to the b&w converter. It's quite a bit slower now though...

Posted Image
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