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Groups > comp.sys.apple2.programmer > #1679 > unrolled thread
| Started by | Dagen Brock <DagenBrock@gmail.com> |
|---|---|
| First post | 2015-06-03 09:45 -0700 |
| Last post | 2015-09-25 21:34 -0700 |
| Articles | 10 — 6 participants |
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NinjaTracker Apple IIgs MOD player Dagen Brock <DagenBrock@gmail.com> - 2015-06-03 09:45 -0700
NinjaTracker Apple IIgs MOD player Antoine Vignau <antoine.vignau@laposte.net> - 2015-06-03 13:45 -0700
Re: NinjaTracker Apple IIgs MOD player Dagen Brock <DagenBrock@gmail.com> - 2015-06-03 15:45 -0700
Re: NinjaTracker Apple IIgs MOD player D Finnigan <dog_cow@macgui.com> - 2015-06-04 16:59 +0000
Re: NinjaTracker Apple IIgs MOD player "Bill Buckels" <bbuckels@mts.net> - 2015-06-05 03:05 -0500
Re: NinjaTracker Apple IIgs MOD player olivier.zardini@itn-group.eu - 2015-06-05 01:13 -0700
Re: NinjaTracker Apple IIgs MOD player "Bill Buckels" <bbuckels@mts.net> - 2015-06-05 03:51 -0500
Re: NinjaTracker Apple IIgs MOD player olivier.zardini@itn-group.eu - 2015-06-05 02:50 -0700
Re: NinjaTracker Apple IIgs MOD player jbrooks@blueshiftinc.com - 2015-09-25 21:42 -0700
Re: NinjaTracker Apple IIgs MOD player jbrooks@blueshiftinc.com - 2015-09-25 21:34 -0700
| From | Dagen Brock <DagenBrock@gmail.com> |
|---|---|
| Date | 2015-06-03 09:45 -0700 |
| Subject | NinjaTracker Apple IIgs MOD player |
| Message-ID | <1d684896-30fa-48d6-9859-0fb4a508d528@googlegroups.com> |
Hey guys, If you haven't already heard about NinjaTracker, it's a new player/converter from NinjaForce. Check it out here: http://www.ninjaforce.com/html/products_ninjatracker.html Anyway, I've made the source available in Merlin Assembly format if you would like to use their engine in your productions. http://apple2.gs/forum/index.php?t=msg&th=30&start=0& It works really well and the sound is great. -D
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| From | Antoine Vignau <antoine.vignau@laposte.net> |
|---|---|
| Date | 2015-06-03 13:45 -0700 |
| Message-ID | <728067b8-7a95-4d00-87bf-245cd8d6c4cc@googlegroups.com> |
| In reply to | #1679 |
Thank you, Dagen av
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| From | Dagen Brock <DagenBrock@gmail.com> |
|---|---|
| Date | 2015-06-03 15:45 -0700 |
| Message-ID | <0ecf42c4-1764-44c6-a3a6-a02d5b4ef7d6@googlegroups.com> |
| In reply to | #1680 |
Thank you guys for Merlin32 and Cadius. I am much more productive with these new tools.
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| From | D Finnigan <dog_cow@macgui.com> |
|---|---|
| Date | 2015-06-04 16:59 +0000 |
| Message-ID | <dog_cow-1433437228@macgui.com> |
| In reply to | #1681 |
Dagen Brock wrote: > Thank you guys for Merlin32 and Cadius. I am much more productive with > these new tools. > And B-D.fr are working on a new C compiler too, n'est pas? ;-)
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| From | "Bill Buckels" <bbuckels@mts.net> |
|---|---|
| Date | 2015-06-05 03:05 -0500 |
| Message-ID | <mkrl81$tos$1@speranza.aioe.org> |
| In reply to | #1682 |
"D Finnigan" <dog_cow@macgui.com> wrote: >And B-D.fr are working on a new C compiler too, n'est pas? ;-) I would have fun with that. Bill
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| From | olivier.zardini@itn-group.eu |
|---|---|
| Date | 2015-06-05 01:13 -0700 |
| Message-ID | <c20514b0-dd99-4cc0-93ad-87afc634110e@googlegroups.com> |
| In reply to | #1682 |
Le jeudi 4 juin 2015 19:00:29 UTC+2, D Finnigan a écrit :
> And B-D.fr are working on a new C compiler too, n'est pas? ;-)
No. Currently working on a Graphic Converter :-)
Olivier
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| From | "Bill Buckels" <bbuckels@mts.net> |
|---|---|
| Date | 2015-06-05 03:51 -0500 |
| Message-ID | <mkrnus$4fu$1@speranza.aioe.org> |
| In reply to | #1684 |
<olivier.zardini@itn-group.eu> wrote: >No. Currently working on a Graphic Converter :-) Me too. Great progress in the last week in color gamuts and what their restriction implies. Much better understanding of color space after this experience. What are you using for co-efficients? Assuming you are talking about actually working with color rather than simply counting colors in an old lossy gif file. Are you removing gamma before calculating error and adding it back in before diiffusion? My progress over the last couple of weeks takes image tone segments much further since now considering how the gamuts evolved from NTSC to prsent day gamuts for theatre and film that go beyond 8 bits per channel. The only complete solution for 24-bit conversion is to provide several initial gamuts for a converter of any real consequence. I should have something pretty close to decent multi-palette motion video by the end of the year. Perhaps I'll have a beta editor finally in place on Windows by then too. I expect that when I revisit the Apple IIe graphics modes after I have SHR working to my satisfaction that the results will be stellar. Bill
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| From | olivier.zardini@itn-group.eu |
|---|---|
| Date | 2015-06-05 02:50 -0700 |
| Message-ID | <f9ff5a91-3473-4627-8b7f-037c7153f7a5@googlegroups.com> |
| In reply to | #1685 |
Le vendredi 5 juin 2015 10:51:42 UTC+2, Bill Buckels a écrit :
> Assuming you are talking about actually working with color
> rather than simply counting colors
> in an old lossy gif file.
I'm working with GIF files and I am counting colors (among other statistics) :-)
Source pictures are not photo but computer graphics (mostly video games pictures from 1980/1990 Arcade period) having more than 16 colors. Purpose here is to drop down the number of colors to 16 (or less) to have them into video games running on the Apple IIgs. It is more a color reduction software than a true Graphic Converter.
A good example could be Amiga pictures (320*200, 32 colors, 4096 colors in the palette) to be converted to the IIgs.
Olivier
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| From | jbrooks@blueshiftinc.com |
|---|---|
| Date | 2015-09-25 21:42 -0700 |
| Message-ID | <4caa85fe-846f-4470-be44-d25aa7c45cb7@googlegroups.com> |
| In reply to | #1685 |
On Friday, June 5, 2015 at 1:51:42 AM UTC-7, Bill Buckels wrote: > <olivier.zardini> wrote: > >No. Currently working on a Graphic Converter :-) > > Me too. Great progress in the last week in color gamuts and what their > restriction implies. Much better understanding of color space after this > experience. > > What are you using for co-efficients? Assuming you are talking about > actually working with color rather than simply counting colors in an old > lossy gif file. Are you removing gamma before calculating error and adding > it back in before diiffusion? > > My progress over the last couple of weeks takes image tone segments much > further since now considering how the gamuts evolved from NTSC to prsent day > gamuts for theatre and film that go beyond 8 bits per channel. The only > complete solution for 24-bit conversion is to provide several initial gamuts > for a converter of any real consequence. > > I should have something pretty close to decent multi-palette motion video by > the end of the year. Perhaps I'll have a beta editor finally in place on > Windows by then too. > > I expect that when I revisit the Apple IIe graphics modes after I have SHR > working to my satisfaction that the results will be stellar. > > > Bill FWIW, I've found the CIELAB space to be very helpful for color and image processing since it is very close to uniform in perceptual space (ie, 3D distance math tells how far color A is from color B and generally matches what the eye sees as similar or dissimilar colors). Combining LAB with structural similarity testing (SSIM) does a good job of measuring the amount of color loss and pixel detail loss during a transformation. Hope that helps, -JB
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| From | jbrooks@blueshiftinc.com |
|---|---|
| Date | 2015-09-25 21:34 -0700 |
| Message-ID | <72e8dd51-fade-475f-b738-228ee2582ee6@googlegroups.com> |
| In reply to | #1679 |
On Wednesday, June 3, 2015 at 9:45:13 AM UTC-7, Dagen Brock wrote: > Hey guys, > > If you haven't already heard about NinjaTracker, it's a new player/converter from NinjaForce. Check it out here: http://www.ninjaforce.com/html/products_ninjatracker.html > > > Anyway, I've made the source available in Merlin Assembly format if you would like to use their engine in your productions. > > http://apple2.gs/forum/index.php?t=msg&th=30&start=0& > > > It works really well and the sound is great. > > -D I took a look at the source code and noticed a few things which may not be obvious to users of the lib: 1) While a song file can contain 14 tracks, only 8 can be playing at one time and lower-numbered tracks take precedence over higher-numbered tracks. I believe this is because the oscillators are being 'paired' into generators, and then each generator is assigned a speaker (L/R), so 32 osc/4 = 8 simultaneous voices. 2) The oscillators are paired in 'swap mode' which means there will probably be clicks or pops in the sound playback due to the way the Ensoniq works. In my IIGS games, I avoided swap mode due to the popping artifacts, but there severity is very much dependent on your waveform sample data and whether the samples loop. Hope that helps, -JB
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