GravityWorm Posted March 25 Share Posted March 25 I have a question. Is possible to modify Rasta Converter to make bigger images? 164 or 168 pixels wide? As shown in demo (Death of the Right Side Garbage - Atari XL/XE demo) recently made? They somehow controlled the 4 pixel noise on the right side of the screen... Rasta Converter just covers the noise with black (dark gray)? Quote Link to comment Share on other sites More sharing options...
GravityWorm Posted March 25 Share Posted March 25 ATARI in Glagolitic script 3 real palette - real.act 102 colors! GravityWorm_Atari003.xex 4 Quote Link to comment Share on other sites More sharing options...
GravityWorm Posted March 25 Share Posted March 25 (edited) Celebrity 2 real palette - real.act 47 colors All files (xex, an output.png and orher) in zip file. The image is output.png with lowered brightness and higher contrast to simulate a TV attached to an Atari with lowered brightness and higher contrast set to achieve real white and black. I wanted her hair to be black GravityWorm_Celebrity_0002.zip GravityWorm_Celebrity_0002.xex Edited March 25 by GravityWorm 5 Quote Link to comment Share on other sites More sharing options...
+Stephen Posted March 25 Share Posted March 25 3 hours ago, Sheddy said: Nice! Is that rate what you normally get or just a fluctuation with 16 threads or more? My best machine only manages peaks of 90 000, but it is old now. My machine averages 500 million per hour when using YUV image distance. CPU is pretty stout - it's an i9-12900 and can run 24 threads but Rasta only allows up to 16. 2 Quote Link to comment Share on other sites More sharing options...
+Stephen Posted March 25 Share Posted March 25 3 hours ago, Sheddy said: I think that error is coming from the separate GUI front end program. Are you able to try same options from command line to confirm? Unfortunately I don't know anyone who has the source code for the front end. Sorry - this is in fact an issue with the front end, not the actual Rasta Convertor. Quote Link to comment Share on other sites More sharing options...
Atari8man2004 Posted March 25 Share Posted March 25 Dancing Crow Vineyards Colors: 65 plus src Atari8man_Dancing_Crow_Vineyards.xex 6 Quote Link to comment Share on other sites More sharing options...
Atari8man2004 Posted March 25 Share Posted March 25 Department of the Treasury Colors: 45 plus src Atari8man_Department_of_the_Treasury.xex 5 Quote Link to comment Share on other sites More sharing options...
Atari8man2004 Posted March 25 Share Posted March 25 Foxy Lady Colors: 23 plus src Atari8man_Foxy_Lady.xex 3 Quote Link to comment Share on other sites More sharing options...
Atari8man2004 Posted March 25 Share Posted March 25 Flapper model 1920's colors: 49 plus src Atari8man_Flapper.xex 7 1 Quote Link to comment Share on other sites More sharing options...
drpeter Posted March 25 Share Posted March 25 (edited) 5 hours ago, GravityWorm said: I have a question. Is possible to modify Rasta Converter to make bigger images? 164 or 168 pixels wide? As shown in demo (Death of the Right Side Garbage - Atari XL/XE demo) recently made? They somehow controlled the 4 pixel noise on the right side of the screen... Rasta Converter just covers the noise with black (dark gray)? I think this relates to use of the wide playfield setting, which Rasta doesn't currently use (it uses standard width playfield). The black quadruple-width missiles at the left and right borders of Rasta images are used currently to mask stripes created by changes to the background colour (which displays in these borders) not the 'garbage pattern' 'Virtual playfield DMA' ANTIC/GTIA glitch seen at the extreme right of wide playfields. Rasta could in theory be reprogrammed to use a wide playfield, but it would reduce the CPU cycles available for enhancing the image through register updates because of increased ANTIC 'cycle stealing' for playfield graphic DMA memory access. A wide playfield in the usual Rasta resolution would display 176 pixels (160, plus 4 extra pixels to the left and 12 extra pixels to the right) plus 2 pixels of 'garbage' at the extreme right border of the image (seen only on real hardware coupled to displays capable of fully showing these extreme widths, or on emulators programmed to display them- currently I believe only Altirra with certain display options set). It would also in theory be possible to furthermore program Rasta to use the 2 'garbage' pixels at the extreme right border of each image, using a technique similar to but slightly different from that described for the Death Of The Right Side Garbage demo- as described in detail here- but this would eat up further CPU cycles, so again the result would be a marginally wider image (178 pixels vs 176 pixels) but at the cost of some degradation of the quality of the rest of the image. So, yes, these things are possible but I doubt anyone is going to implement them as options to Rasta any time soon, as unfortunately those with the requisite skills have repeatedly said they don't have sufficient time or interest to invest in making further improvements to the app. Edited March 25 by drpeter 2 Quote Link to comment Share on other sites More sharing options...
+Stephen Posted March 25 Share Posted March 25 38 colours Stephen_LlamasoftSheepie.xex 6 Quote Link to comment Share on other sites More sharing options...
drpeter Posted March 25 Share Posted March 25 (edited) 10 hours ago, Philsan said: I attach the complete folder (W10 64 bit). RastaConverterBeta8_Test1.zip 3.59 MB · 4 downloads OK, thanks. That confirms that there are no player repositioning artifacts in that image- there are no discrepancies between output.png and the displayed xex, also Rasta Slide detects no potential player positioning artifacts. So that's a pass for @Sheddy's new Rasta version. Edited March 25 by drpeter 1 3 Quote Link to comment Share on other sites More sharing options...
Atari8man2004 Posted March 25 Share Posted March 25 33 minutes ago, Stephen said: 38 colours Stephen_LlamasoftSheepie.xex 21.99 kB · 1 download Nice Logo, Tempest 2000 is one of my favorite games also Tempest x for ps1 and Tempest 4k pc anything from Jeff Minter is awesome. 1 Quote Link to comment Share on other sites More sharing options...
+Stephen Posted March 25 Share Posted March 25 17 minutes ago, Atari8man2004 said: Nice Logo, Tempest 2000 is one of my favorite games also Tempest x for ps1 and Tempest 4k pc anything from Jeff Minter is awesome. Thanks - here's a repost of one I did back in 2013. Stephen_Tempest2000.xex 2 Quote Link to comment Share on other sites More sharing options...
+Stephen Posted March 25 Share Posted March 25 4 hours ago, Stephen said: Sorry - this is in fact an issue with the front end, not the actual Rasta Convertor. Using ILSpy, I see what the issue is. When the code loads, it attempts to grab the # of threads the system can use, and then set text based on a dropdown value. The control contains entries for 1 through 16. Since my CPU has 24 threads, the line " ComboBoxThreads.Text = Conversions.ToString(ComboBoxThreads.Items[checked(Environment.ProcessorCount - 1)]);" is trying to set the text to array subset 23, but that does not exist. Nobody will see this error if their processor has 16 threads or less. 3 2 Quote Link to comment Share on other sites More sharing options...
Sheddy Posted March 25 Share Posted March 25 7 hours ago, dmsc said: Hi! I think it is already merged there, so, it is also in my branch. Have Fun! That's great. I see it now. Thanks @ilmenit Quote Link to comment Share on other sites More sharing options...
+Stephen Posted March 25 Share Posted March 25 Akka Arrh - 100 colours, 1.43 billion iterations Stephen_AkkahArrh.xex 7 Quote Link to comment Share on other sites More sharing options...
Atari8man2004 Posted March 25 Share Posted March 25 1 hour ago, Stephen said: Akka Arrh - 100 colours, 1.43 billion iterations Stephen_AkkahArrh.xex 21.99 kB · 2 downloads This is on my list to get I have herd so much about it. Quote Link to comment Share on other sites More sharing options...
+Stephen Posted March 25 Share Posted March 25 Continuing my Llamasoft theme, here's a 95 colour conversion for Polybius. Stephen_Polybius.xex 7 Quote Link to comment Share on other sites More sharing options...
+Stephen Posted March 26 Share Posted March 26 Another - 92 colours. Stephen_SpaceGiraffe.xex 3 Quote Link to comment Share on other sites More sharing options...
Atari8man2004 Posted March 26 Share Posted March 26 (edited) Astronaut Colors: 31 Plus src No Dither Atari8man_Astronaut.xex Edited March 26 by Atari8man2004 12 Quote Link to comment Share on other sites More sharing options...
Atari8man2004 Posted March 26 Share Posted March 26 Smiley colors: 73 Atari8man_Smiley.xex 9 Quote Link to comment Share on other sites More sharing options...
+Stephen Posted March 26 Share Posted March 26 12 minutes ago, Atari8man2004 said: Astronaut Colors: 31 Plus src No Dither Atari8man_Astronaut.xex 22.1 kB · 0 downloads Stunning work as always! 2 Quote Link to comment Share on other sites More sharing options...
Atari8man2004 Posted March 26 Share Posted March 26 Night Owl Colors: 56 Plus src Atari8man_Night_Owl.xex 13 Quote Link to comment Share on other sites More sharing options...
_The Doctor__ Posted March 26 Share Posted March 26 (edited) almost makes you wish you could assign a dither/no dither mask, the world could be blended and the Owl dithered. That would pop! Edited March 26 by _The Doctor__ 3 Quote Link to comment Share on other sites More sharing options...
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