Added a visualizer for the CHR ROM pattern tables, and a semi-useful
visualizer for tile grids.
Also added a few chars in an 8x8 font that visualizers can use to
label things.
There's no "standard" coordinate system, so the choice is arbitrary.
However, an examination of the Transporter mesh in Elite revealed
that the mesh was designed for a left-handed coordinate system. We
can compensate for that trivially in the Elite visualizer, but we
might as well match what they're doing. (The only change required
in the code is a couple of sign changes on the Z coordinate, and an
update to the rotation matrix.)
This also downsizes Matrix44 to Matrix33, exposes the rotation mode
enum, and adds a left-handed ZYX rotation mode.
This does mean that meshes that put the front at +Z will show their
backsides initially, since we're now oriented as if we're flying
the ships rather than facing them. I considered adding a 180-degree
Y rotation (with a tweak to the rotation matrix handedness to correct
the first rotation axis) to have them facing by default, but figured
that might be confusing since +Z is supposed to be away.
Anybody who really wants it to be the other way can trivially flip
the coordinates in their visualizer (negate xc/zc).
The Z coordinates in the visualization test project were flipped so
that the design is still facing the viewer at rotation (0,0,0).
Also, tweak the perspective projection scaling to fill out the area
a bit more, and change the visualization editor to use the grid's
size when setting the path dimensions.
Also, note gimbal lock.
Added a new category "sprite sheet", which is essentially a more
generalized version of the bitmap font renderer. It has the full
set of options for col/row/cell stride and colors. (Issue #74,
issue #75)
Added a flag that flips the high bits on bitmaps. Sometimes data
is stored with the high bit clear, but the high bit is set as it's
rendered. (Issue #76)
Also, fixed the keyboard shortcuts in the Edit Visualization Set
window, which were 'N' for both "New ___" items. (Issue #57)
As with still images, animations are rendered at original size and
then scaled with HTML properties.
Also, fixed the blurry scaling on animation thumbnails. I couldn't
find a way to do nearest-neighbor scaling in the code-behind without
resorting to System.Drawing (WinForms), so I added an overlay image
to the various grids.
Visualization animations are now exported as animated GIFs. The
Windows stuff is a bit lame so I threw together some code that
stitches a bunch of GIFs together.
The GIF doesn't quite match the preview, because the preview scales
the individual frames, while the animated GIF uses the largest frame
as the size and is then scaled based on that. Animating frames of
differing sizes together is bound to be trouble anyway, so I'm not
sure how much to fret over this.
Added comments, renamed files, removed cruft.
Stop showing the visualization tag name in the code list. It's
often redundant with the code label, and it's distracting. (We may
want to make this an option so you can Ctrl+F to find a tag.)
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.
Various changes:
- Generally treat visualization sets like long comments and notes
when it comes to defining data region boundaries. (We were doing
this for selections; now we're also doing it for format-as-word
and in the data analyzer when scanning for strings/fill.)
- Clear the visualization cache when the address map is altered.
This is necessary for visualizers that dereference addresses.
- Read the Apple II screen image from a series of addresses rather
than a series of offsets. This allows it to work when the image
is contiguous in memory but split into chunks in the file.
- Put 1 pixel of padding around the images in the main code list,
so they don't blend into the background.
- Remember the last visualizer used, so we can re-use it the next
time the user selects "new".
- Move min-size hack from Loaded to ContentRendered, as it apparently
spoils CenterOwner placement.