Subject: Re: [stella] New guy / my game|
From: "B. Watson" <atari@xxxxxxxxxxxxxx>
Date: Tue, 7 Sep 2004 11:48:16 -0400 (EDT)
P.S. How do most people move images into their code? I've been blistering my eyeballs copying pixel-by-pixel from Photoshop (the adjustable pixel aspect ratio in 8.0 really helps do mock-ups!) into a text editor, and then writing Perl scripts to manipulate them as needed (interlacing/deinterlacing data, doing binary math, etc). I suppose I could use perl-fu with GIMP...
The quick & dirty way was to `draw' the images in a text editor, using X's and spaces, and write a perl script that reads the text file full of ASCII art and spits out .byte directives for the assembler. My script got posted here at some point, search the archives for perl (and my last name, too, I guess). These days, nobody wants to draw in ASCII with the keyboard, but I learned to do this before point-and-drool interfaces became the standard :)
The nice way was to use the perl Image::Magick module. I drew the graphics in the Gimp (or whatever), saved as a PNG or other lossless format, and wrote a perl script that uses Image::Magick to read the pixel data from the PNG image and spit out .byte directives. This script was never quite finished, and never saw the light of day.
With both methods I still had the aspect ratio problem: I had to draw in the Gimp using square pixels, so my backgrounds & wide players were very narrow-looking while I drew them (40x192 square pixels for a mostly full screen 2600 backround). It sounds like you've got this part of the problem licked with the adjustable aspect ratio in Photoshop... for all I know, the Gimp does this too, but I never found it in the GUI.
Square pixels are OK if you're drawing single-wide player data, of course.