Rybags Posted January 16, 2016 Share Posted January 16, 2016 Cool... I think it might look better with bigger, fewer crosses though. Quote Link to comment Share on other sites More sharing options...
dmsc Posted January 16, 2016 Share Posted January 16, 2016 Hi!, Cool... I think it might look better with bigger, fewer crosses though. Second try, this has fewer crosses moving, with black ones moving in counter direction, I think that now is just like the original. crosses2.atr 8 Quote Link to comment Share on other sites More sharing options...
José Pereira Posted January 16, 2016 Share Posted January 16, 2016 (edited) Hi. Thanks, seems great but sadly I can't see them now. Are they rotating? Can you please change to black and white to have a better distinct dark to bright and like the original? Just because most of A8 darkest luminance, the 0, are too bright (two good colours for luminance 0 that 'fool eyes' as an almost black are colour 9 and 14). Edited January 16, 2016 by José Pereira Quote Link to comment Share on other sites More sharing options...
kiwilove Posted January 16, 2016 Share Posted January 16, 2016 (edited) Something like this? atari000.png A little turbo basic XL program, run attached ATR image. It's not exactly the same, but IMHO close enough Altirra comes up with a corrupt error when trying to access/run that .atr file. [Was using an Altirra 2.0 - changed up to 2.7 which runs it fine.} Only looked at ver 2.0 --- I do think it looks good. I wonder if it can be worked to include tessellations as such - to have it slowly changing into something else? Like Escher's fish into birds kind of thing. It won't be something easy to work on - but if you experiment with it, maybe it can lead to interesting animations and such like? All kinds of interesting possibilities can open up or not? Harvey Edited January 16, 2016 by kiwilove Quote Link to comment Share on other sites More sharing options...
Rybags Posted January 16, 2016 Share Posted January 16, 2016 I tried modifying for different modes but it's no good as it relies on inverse video. Would be nice to see it in Gr. 2 albeit with the chunky pixels that come with it.. or bigger crosses in Gr. 0 but it might mean less angles due to character shortage. Quote Link to comment Share on other sites More sharing options...
popmilo Posted January 16, 2016 Share Posted January 16, 2016 Hi!, Second try, this has fewer crosses moving, with black ones moving in counter direction, I think that now is just like the original. crosses2.atr Awesome! Saved me a day Would you share details about how many chars,angles you used and such? Quote Link to comment Share on other sites More sharing options...
analmux Posted January 16, 2016 Share Posted January 16, 2016 Second try, this has fewer crosses moving, with black ones moving in counter direction, I think that now is just like the original. Interesting. What's the total size of your programm and data? Quote Link to comment Share on other sites More sharing options...
Rybags Posted January 16, 2016 Share Posted January 16, 2016 You can break the program and list it and check the data stuff in Dos. The TurboBasic program practically fits in one screen. From memory the other stuff was 1K for the charset + about 205 sectors worth of data. Quote Link to comment Share on other sites More sharing options...
analmux Posted January 16, 2016 Share Posted January 16, 2016 Yes, I found it. Data is 25600 bytes, and the TBB program is only appr. 1 kB at max. @ dmsc Simple, but interesting. It is possible to write the data table directly into memory as a binary file. You made a small TBB file, and you can write it from page 64. Then only change the 3 LMS indexes on the display list per frame. Quote Link to comment Share on other sites More sharing options...
flashjazzcat Posted January 16, 2016 Share Posted January 16, 2016 Hi!, Second try, this has fewer crosses moving, with black ones moving in counter direction, I think that now is just like the original. crosses2.atr Brilliant - elegantly done. Quote Link to comment Share on other sites More sharing options...
w1k Posted January 16, 2016 Author Share Posted January 16, 2016 wow Quote Link to comment Share on other sites More sharing options...
popmilo Posted January 16, 2016 Share Posted January 16, 2016 Yes, I found it. Data is 25600 bytes, and the TBB program is only appr. 1 kB at max. @ dmsc Simple, but interesting. It is possible to write the data table directly into memory as a binary file. You made a small TBB file, and you can write it from page 64. Then only change the 3 LMS indexes on the display list per frame. Don't tell me it's animation !? I would be disappointed I was on the way to make it with half Kb of animation data (for 8 angles) and rest done with code... @ dmsc: You get a trophy for "first published" Quote Link to comment Share on other sites More sharing options...
+JAC! Posted January 16, 2016 Share Posted January 16, 2016 Hi!, Second try, this has fewer crosses moving, with black ones moving in counter direction, I think that now is just like the original. crosses2.atr Congrats. Very nicely done. Quote Link to comment Share on other sites More sharing options...
w1k Posted January 16, 2016 Author Share Posted January 16, 2016 ..not working on real hw Quote Link to comment Share on other sites More sharing options...
dmsc Posted January 16, 2016 Share Posted January 16, 2016 I tried modifying for different modes but it's no good as it relies on inverse video. Would be nice to see it in Gr. 2 albeit with the chunky pixels that come with it.. or bigger crosses in Gr. 0 but it might mean less angles due to character shortage. Attached is a version with twice big crosses: disk.atr Sadly, adding more angle steps uses more than 128 characters, so it is not possible with the current approach. Awesome! Saved me a day Would you share details about how many chars,angles you used and such? Last one has 64 frames, with 12 angle steps for the quarter turn. Yes, I found it. Data is 25600 bytes, and the TBB program is only appr. 1 kB at max. @ dmsc Simple, but interesting. It is possible to write the data table directly into memory as a binary file. You made a small TBB file, and you can write it from page 64. Then only change the 3 LMS indexes on the display list per frame. Yes, but then you need to keep track of the 4k boundaries, so the program would be more complicated. I opted for the simpler approach Attached is also the C++ program used to generate the animations. At the start you can try modifying the definitions to try different animations, the program also writes images with the frames. Note the if the character count is more than 128, the output is invalid. gen.zip 4 Quote Link to comment Share on other sites More sharing options...
+CharlieChaplin Posted January 16, 2016 Share Posted January 16, 2016 And errm, a simple A8 picture-demo with optical illusions (pictures!) can be found e.g. here: http://a8.fandal.cz/detail.php?files_id=6624 Quote Link to comment Share on other sites More sharing options...
w1k Posted January 16, 2016 Author Share Posted January 16, 2016 NOT WORKING ON REAL HW Quote Link to comment Share on other sites More sharing options...
Roydea6 Posted January 16, 2016 Share Posted January 16, 2016 NOT WORKING ON REAL HW These ATR's are actually XFD files with NO atr header. So use Atari800 Plus Win emulator and convert to ATR files. 2 Quote Link to comment Share on other sites More sharing options...
w1k Posted January 16, 2016 Author Share Posted January 16, 2016 atari800win emulator is like living in year 1999...... now its 2016 - altirra but real hw is real hw Quote Link to comment Share on other sites More sharing options...
dmsc Posted January 16, 2016 Share Posted January 16, 2016 Hi!, NOT WORKING ON REAL HW Sorry, but I tested in my Atari 800XL before posting, so I know that works on real hw. These ATR's are actually XFD files with NO atr header. So use Atari800 Plus Win emulator and convert to ATR files. That could be the problem, didn't know the header was needed. I use sio2linux, there it works ok. Here are the 3 ATR with proper headers. crosses.atr crosses2.atr cross-big.atr 3 Quote Link to comment Share on other sites More sharing options...
popmilo Posted January 16, 2016 Share Posted January 16, 2016 Attached is also the C++ program used to generate the animations. At the start you can try modifying the definitions to try different animations, the program also writes images with the frames. Note the if the character count is more than 128, the output is invalid.Thanks for that! Excellent code. Much can be learned from such a small program. Quote Link to comment Share on other sites More sharing options...
Kyle22 Posted January 16, 2016 Share Posted January 16, 2016 Very nice. One thing to try is add line 68 POKE 710,0 to give a black background instead of blue. Quote Link to comment Share on other sites More sharing options...
+Stephen Posted January 16, 2016 Share Posted January 16, 2016 Something like this? atari000.png A little turbo basic XL program, run attached ATR image. It's not exactly the same, but IMHO close enough Very slick. Quote Link to comment Share on other sites More sharing options...
kiwilove Posted January 16, 2016 Share Posted January 16, 2016 And errm, a simple A8 picture-demo with optical illusions (pictures!) can be found e.g. here: http://a8.fandal.cz/detail.php?files_id=6624 It's good to see these running. Thanks. Harvey Quote Link to comment Share on other sites More sharing options...
kiwilove Posted January 16, 2016 Share Posted January 16, 2016 (edited) I think both versions look very effective. Maybe have an option to change the colours or go into random colour mode? [it does change colours - if you leave it running long enough - but it would be good to have this happening sooner or manually changeable]. Have variable speed animation, if possible? Random maybe. Harvey Edited January 16, 2016 by kiwilove Quote Link to comment Share on other sites More sharing options...
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