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Old July 29th, 2012, 23:32   #581
paul_nicholls
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Originally Posted by refraction View Post
Indeed I did and your demo is very impressive! You have physics and everything xD
Aww...shucks
Your games/demos are very impressive too
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Old July 30th, 2012, 00:02   #582
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Originally Posted by paul_nicholls View Post
Aww...shucks
Your games/demos are very impressive too
ty :P not that good i don't think lol, i'm sure you guys could come up with better, mine are a little buggy and poorly made in the grand scheme of things ;p but its nice to have some games on the system ;p I think you should do some, possibly do a chip16 version of your pascal game you did ;p
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Old July 30th, 2012, 00:38   #583
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ty :P not that good i don't think lol, i'm sure you guys could come up with better, mine are a little buggy and poorly made in the grand scheme of things ;p but its nice to have some games on the system ;p I think you should do some, possibly do a chip16 version of your pascal game you did ;p
Did you mean this game?
http://forums.ngemu.com/showthread.php?t=148033

Not sure I could do that...would be too hard I think LOL
I do have one idea for a game though if I get time and figure it out
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Old August 1st, 2012, 01:37   #584
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@tronix: with your image converter program, any change of allowing the user to specify a RGB transparent colour? This would be most useful!

For example: all 255,0,255 pixels become colour 0 (transparent) in the final .bin image file...

Last edited by paul_nicholls; August 1st, 2012 at 02:42..
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Old August 1st, 2012, 01:49   #585
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Oh, and an enlarged version of the converted image would be great as it is very very hard to see how the colours have turned out if it is small, like a 16x16 pixel sprite...especially on a 30" monitor that I have here on this machine
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Old August 1st, 2012, 08:10   #586
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Quote:
Originally Posted by paul_nicholls View Post
@tronix: with your image converter program, any change of allowing the user to specify a RGB transparent colour? This would be most useful!

For example: all 255,0,255 pixels become colour 0 (transparent) in the final .bin image file...
Quote:
Originally Posted by paul_nicholls View Post
Oh, and an enlarged version of the converted image would be great as it is very very hard to see how the colours have turned out if it is small, like a 16x16 pixel sprite...especially on a 30" monitor that I have here on this machine
Also specifying a custom palette would be very useful!
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Old August 1st, 2012, 10:35   #587
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I am seeing if I can make something simple to convert a bitmap to chip16 format with custom palette + transparent colour (and zoom)
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Old August 2nd, 2012, 01:22   #588
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Ok, here is my version of an image converter for Chip16:


I have attached a zip file with the .exe file.

You can customise the palette + load & save palettes to .pal files (raw RGB palette format), and scale the images.

Also can specify a transparent colour too!
Enjoy!
cheers,
Paul
Attached Files
File Type: zip bmp2chip16.zip (419.2 KB, 12 views)
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Old August 7th, 2012, 05:14   #589
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Bump...anyone home?
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Old August 7th, 2012, 07:59   #590
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Yes! I tried your image converter and it works great!
Suggestion: maybe make it so the transparent colour selection works on one of the palette entries and not an RGB colour directly?
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Old August 7th, 2012, 08:06   #591
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Yes! I tried your image converter and it works great!
Suggestion: maybe make it so the transparent colour selection works on one of the palette entries and not an RGB colour directly?
What if I allowed you to pick a colour from the source BMP as the transparent colour using the mouse as well as manual entry?
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Old August 7th, 2012, 09:55   #592
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Hi guys,
I think we need adding to the specification new opcode - reminder of division (module).
Code:
MOD Rx,Ry
because my software emulation (procedure) may take 255*3 cycles (when ry = 255) and it's very slow.

Code:
mod:
; input:
;   ra = fist number
;   rb = second number
; output:
;   ra = result
      mov   rc,ra
      sub   ra,rb
      jnc   mod
      mov   ra,rc
      ret
I am using MOD in all my demos: sinedots, sineflag and twister.
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Old August 7th, 2012, 21:31   #593
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Originally Posted by tronix286 View Post
Hi guys,
I think we need adding to the specification new opcode - reminder of division (module).
Code:
MOD Rx,Ry
because my software emulation (procedure) may take 255*3 cycles (when ry = 255) and it's very slow.

Code:
mod:
; input:
;   ra = fist number
;   rb = second number
; output:
;   ra = result
      mov   rc,ra
      sub   ra,rb
      jnc   mod
      mov   ra,rc
      ret
I am using MOD in all my demos: sinedots, sineflag and twister.
Yes, that should definitely be in. Next revision should have that.
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Old August 8th, 2012, 14:59   #594
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This should be good for the spec

Code:
A3 YX 00 00	MOD RX, RY		Divide value of register Y with value of register X. Remainder is stored in register X. Affects [z,n]
(removed carry from affected flags as i dont suspect we will have overflow on a remainder).

Possibly have this also
Code:
A4 0X LL HH	MODI RX, HHLL		Divide immediate value HHLL with value of register X. Remainder is stored in register X. Affects [z,n]
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Last edited by refraction; August 8th, 2012 at 15:07..
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Old August 8th, 2012, 15:10   #595
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Quote:
Originally Posted by refraction View Post
This should be good for the spec

Code:
A3 YX 00 00	MOD RX, RY		Divide value of register Y with value of register X. Remainder is stored in register X. Affects [z,n]
(removed carry from affected flags as i dont suspect we will have overflow on a remainder).

Possibly have this also
Code:
A4 0X LL HH	MODI RX, HHLL		Divide immediate value HHLL with value of register X. Remainder is stored in register X. Affects [z,n]
Yes, and also have:
MOD RX, RY, RZ for complete spec. -)
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Old August 8th, 2012, 15:12   #596
refraction
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Originally Posted by tronix286 View Post
Yes, and also have:
MOD RX, RY, RZ for complete spec. -)
Indeed! I did ponder it! Didn't want DIV to feel like it wasn't so important as the rest of its friends xD
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Old August 9th, 2012, 00:11   #597
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There is one other addition to the spec that I really would love to have - read/write byte (8-Bit) from/to memory...not just 16-bit words.

There are a lot of times I need this but it isn't in the spec yet
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Old August 9th, 2012, 05:22   #598
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There is one other addition to the spec that I really would love to have - read/write byte (8-Bit) from/to memory...not just 16-bit words.

There are a lot of times I need this but it isn't in the spec yet
I don't think so. shl/shr/and/or operation is enought for change bytes (8bits) in memory.
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Old August 9th, 2012, 07:18   #599
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I don't think so. shl/shr/and/or operation is enought for change bytes (8bits) in memory.
That maybe, but the code then becomes slower, larger, and more complex than just being able to store/read a byte directly...
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Old August 9th, 2012, 09:13   #600
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Originally Posted by tronix286 View Post
I don't think so. shl/shr/and/or operation is enought for change bytes (8bits) in memory.
8bit read/writes arent uncommon for higher machines. Even the PS2 has 8bit memory read/writes :P It's also not like we have too many store/load functions already.
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