Pixelart on Uzebox?

This forum is for artists to post their music and graphics or discuss artistic matters that could be used in Uzebox games.
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Matej
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Joined: Mon Oct 31, 2011 4:36 pm

Pixelart on Uzebox?

Post by Matej » Wed Jan 03, 2018 8:27 pm

Can we make viewer or paint program for Uzebox?
I think Uzebox can be so good in pixels as C64 is.
Maybe monthly compos too.

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Jubatian
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Re: Pixelart on Uzebox?

Post by Jubatian » Wed Jan 03, 2018 9:14 pm

It is a little difficult to pixel for a "standard" Uzebox due to the memory limit.

If you wanted to load data from SD, so you only have RAM, this is about the best you can have using a relatively plain video mode:
outcasts_title.png
Outcasts title screen
outcasts_title.png (8.37 KiB) Viewed 1514 times
This can be accessed in Master, a Mode 74 example. The mode is a Commodore 64 Multicolor style mode where each 8x8 tile block can have 4 colors out of a selection of 16. If you manage RAM well, you may have slightly larger images, but not by much. Of course 1bpp images in different modes, or even some new RAM based attribute mode could provide larger, but more limited images. Using Mode 40 or 41, you could also have PETSCII art, you can see some impressive examples on CSDb.

With SPI RAM, you may have much larger stuff, in particular a 192 x 224 4bpp image is possible with good code. SD streaming could provide smaller images only due to the sector transition overheads, and you need a good SD card for that.

As of now these are the possibilities if you want to see detailed images without writing into the ATMega's Flash. CunningFellow's RLE mode may open up new possibilities for vector art.

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ry755
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Re: Pixelart on Uzebox?

Post by ry755 » Thu Jan 04, 2018 12:47 am

Matej wrote:
Wed Jan 03, 2018 8:27 pm
Can we make viewer or paint program for Uzebox?
I think Uzebox can be so good in pixels as C64 is.
Maybe monthly compos too.
I think a paint program would be cool for the Uzebox!

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