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Add Atari 2600 sprite/playfield visualizer
First swing at a visualizer for Atari 2600 sprites and playfields. Won't necessarily present an accurate view of what is displayed on screen, but should provide a reasonable shape for data stored in the obvious way. The Adventure playfields looked squashed, so I added a simple row duplication value. Also, minor improvements to visualizers generally: - Throw an exception, rather than an Assert, in VisBitmap8 when the arguments are bad. - Show the exception in the Visualization Edit dialog. - If generation fails and we don't have an error message, show a generic "stuff be broke" string. - Set focus on OK button in Visualization Set Edit after editing, so you can hit Enter twice after renaming a tag.
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@@ -108,7 +108,7 @@ Some less-common parameters include:</p>
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visualizer will default to no interleave (stride == 1).</li>
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</ul>
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<h3>Apple II - VisHiRes</h3>
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<h3>Apple II - Apple/VisHiRes</h3>
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<p>There is no standard format for small hi-res bitmaps, but certain
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arrangements are common. The script defines three generators:</p>
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@@ -139,6 +139,23 @@ but has no effect on black or white.</p>
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<p>The converter generates one output pixel for every source pixel, so
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half-pixel shifts are not rendered.</p>
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<h3>Atari 2600 - Atari/VisAtari2600</h3>
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<p>The Atari 2600 graphics system has registers that determine the
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appearance of a sprite or playfield on a single row. The visualization
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generator works for data stored in a straightforward fashion.</p>
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<ul>
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<li><b>Sprite</b> - basic 1xN sprite, converted to an image 8 pixels
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wide.</li>
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<li><b>Playfield</b> - assumes PF0,PF1,PF2 are stored in that order,
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multiple entries following each other. Specify the number of
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3-byte entries as the height.
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Since most playfields aren't the full height of the screen,
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it will tend to look squashed. Use the "row duplication" feature
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to repeat each row N times to make it look more like it should.</li>
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</ul>
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</div>
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<div id="footer">
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