Subject: Re: [stella] Interleaved Colour Sprite System - How it Works From: Thomas Jentzsch <tjentzsch@xxxxxx> Date: Wed, 19 Feb 2003 09:56:26 +0100 |
Andrew wrote: > 3. Resize the image to 48 (wide) x 128 (deep) pixels. Either stretch image to size, or maintain aspect ratio and adjust canvas size appropriately. > > 4. Split the image to separate Red, Green, Blue channels (images). > > 5. Colour-reduce each of these to 2 colours (black/white) with appropriate dithering (weighted Stucki in Paint Shop Pro is my current preference). The dithering is a crucial part of the operation, as this effectively gives the eye the impression of more colours than there actually are in the final image. A random dither (or a non-patterned one) gives a much better final result - and much much better than a 'nearest colour' algorithm. Did you experiment with other orders e.g. color reduction before channel splitting? *Theoretically this might* give better results, because then dithered pixels of a combined color (cyan, magenta, yellow and white) will not be separated. But I'm not sure... > More shimmer, than flicker. Yup, very impressive! Even on an emulator it looks quite good. > The code was quite tricky, in the end - not a single cycle free :) So, are you still using my kernel code? :-) Or did you find some more ways to optimize? Could you please post some source code then? Have?fun! Thomas _______________________________________________________ Thomas?Jentzsch?????????|?***?Every?bit?is?sacred?!?*** tjentzsch?at?web?dot?de?| ______________________________________________________________________________ Mit der Auslands-SMS von WEB.DE FreeMail erreichen Sie Ihre Freunde auf der ganzen Welt - http://freemail.web.de/features/?mc=021171 ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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