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add maple effects
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RIPPLE
STAR.IN
SOFT.DIAGONAL
STAGGERWHITE.UD
RADIAL
STAGGER.LR
SOFT.UD
HEART.IN
CRYSTAL
STAR.RIPPLE
BIT.FIZZLE
APPLE.IN
MEETINTHEMIDDLE
FLOWER.RAD.RIP
SOFT.IRIS
W.RIPPLE.BLOOM
DIAGONAL
MANDELBROT.IN
CORNER.SUPERRIP
STAR
FLOWER.IN
R.BY.PIXEL
WAVY.IRIS
APPLE
SUNRISE
MANDELBROT.RIP
SOFT.L
HEART.RIPPLE
SUNSET
FLOWER.RAD
SLOW.STAR.IN
IRIS.IN
BUTTERFLYRIPPLE
W.IRIS.BLOOM.IN
CORNER.CIRCLE
CENTER.BY.PIXEL
SNOWFLAKE.IN
FLOWER
APPLE.RIPPLE
DIAGONAL2
RIPPLE2
STAR.BLOOM
PALETTE.FIZZLE
RADIAL2
BUTTERFLY
FLOWER.RIPPLE
SPLIT.UD.INTRO
WAVY.IRIS.IN
R.BY.2
HALF.FIZZLE
SNOWFLAKE.RIP
RADIAL3
HEART
FLOWER.RAD.IN
DIAGONAL3
MANDELBROT
WAVY.RIPPLE
CORNER4.OUT
LATTICE
BAR.DISSOLVE
R.BY.PALETTE
FOURSPIRAL
SOFT.R
IRIS
CASCADE
SNOWFLAKE
AND
BUTTERFLY.IN
CHECKERBOARD
LR.BY.PIXEL
RADIAL4
CHECKER.FIZZLE
STAGGERWHITE.LR
SOFT.UD.OUT
ONESQUARE
W.IRIS.BLOOM
FIZZLE
SLOW.STAR
ARROW.WHITE
TRI.FIZZLE
SOFT.IRIS.IN
DIAMOND
TWOPASS.LR
HALF.MOSAIC
RADIAL5
ARROW
FOURSQUARE
BLOCK.FIZZLE
DIAGONAL4
STAGGER.UD
INTERLOCK.LR
SOFT.UD.IN
BLOCK.MOSAIC
CORNER4.IN
INTERLOCK.UD
LITTLE.BOXES
SPIRAL
WAVY.CORNER
[eof]
#
# transition effects for HGR slideshows
#
# Each Mega-Attract Module that is an HGR slideshow (see attract.conf)
# will use a single transition effect for the length of the module.
# Transition effects are loaded in the order listed in this file. Each line
# of this file is a filename (not including comments, like this one). The
# name of the next transition effect is stored in the global prefs, so this
# file should not contain duplicates.
#
# Transition effects are binary files loaded at $6000 and called with
# hi-res page 1 showing and the next HGR graphic already loaded at $4000.
# A transition effect can use $6000-$BFFF in main memory, zero page, and
# text page if needed (but preserve the screen holes). $800-$1FFF is reserved
# for the slideshow data. LC RAM banks 1 and 2 are reserved for the launcher.
#
# Important: LC RAM bank 1 will be read/write on entry and must be read/write
# on exit. If you need ROM routines, you are responsible for switching to ROM
# then switching back to RAM bank 1 (read/write) before returning.
#
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RIPPLE
STAR.IN
SOFT.DIAGONAL
STAGGERWHITE.UD
RADIAL
STAGGER.LR
SOFT.UD
HEART.IN
CRYSTAL
STAR.RIPPLE
BIT.FIZZLE
APPLE.IN
MEETINTHEMIDDLE
FLOWER.RAD.RIP
SOFT.IRIS
W.RIPPLE.BLOOM
DIAGONAL
MANDELBROT.IN
CORNER.SUPERRIP
STAR
FLOWER.IN
R.BY.PIXEL
WAVY.IRIS
APPLE
SUNRISE
MANDELBROT.RIP
SOFT.L
HEART.RIPPLE
SUNSET
FLOWER.RAD
SLOW.STAR.IN
IRIS.IN
BUTTERFLYRIPPLE
W.IRIS.BLOOM.IN
CORNER.CIRCLE
CENTER.BY.PIXEL
SNOWFLAKE.IN
FLOWER
APPLE.RIPPLE
DIAGONAL2
RIPPLE2
STAR.BLOOM
PALETTE.FIZZLE
RADIAL2
BUTTERFLY
FLOWER.RIPPLE
SPLIT.UD.INTRO
WAVY.IRIS.IN
R.BY.2
HALF.FIZZLE
SNOWFLAKE.RIP
RADIAL3
HEART
FLOWER.RAD.IN
DIAGONAL3
MANDELBROT
WAVY.RIPPLE
CORNER4.OUT
LATTICE
BAR.DISSOLVE
R.BY.PALETTE
FOURSPIRAL
SOFT.R
MAPLE.IN
IRIS
CASCADE
SNOWFLAKE
AND
BUTTERFLY.IN
CHECKERBOARD
LR.BY.PIXEL
RADIAL4
CHECKER.FIZZLE
STAGGERWHITE.LR
SOFT.UD.OUT
ONESQUARE
W.IRIS.BLOOM
MAPLE
FIZZLE
SLOW.STAR
ARROW.WHITE
TRI.FIZZLE
SOFT.IRIS.IN
DIAMOND
TWOPASS.LR
HALF.MOSAIC
RADIAL5
ARROW
FOURSQUARE
BLOCK.FIZZLE
DIAGONAL4
STAGGER.UD
INTERLOCK.LR
SOFT.UD.IN
BLOCK.MOSAIC
CORNER4.IN
MAPLE.RIPPLE
INTERLOCK.UD
LITTLE.BOXES
SPIRAL
WAVY.CORNER
[eof]
#
# transition effects for HGR slideshows
#
# Each Mega-Attract Module that is an HGR slideshow (see attract.conf)
# will use a single transition effect for the length of the module.
# Transition effects are loaded in the order listed in this file. Each line
# of this file is a filename (not including comments, like this one). The
# name of the next transition effect is stored in the global prefs, so this
# file should not contain duplicates.
#
# Transition effects are binary files loaded at $6000 and called with
# hi-res page 1 showing and the next HGR graphic already loaded at $4000.
# A transition effect can use $6000-$BFFF in main memory, zero page, and
# text page if needed (but preserve the screen holes). $800-$1FFF is reserved
# for the slideshow data. LC RAM banks 1 and 2 are reserved for the launcher.
#
# Important: LC RAM bank 1 will be read/write on entry and must be read/write
# on exit. If you need ROM routines, you are responsible for switching to ROM
# then switching back to RAM bank 1 (read/write) before returning.
#
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73
res/notes/transitions/maple.py
Executable file
73
res/notes/transitions/maple.py
Executable file
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#!/usr/bin/env python3
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import PIL.Image # https://pillow.readthedocs.io/
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import util
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# maple.png is the source image. The source image MUST have a white background,
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# but other colors and pixel depth are irrelevant. This one is black & white.
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# Due to the Apple II pixel aspect ratio, we do a 1-time aspect-ratio-losing resize
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# to squash the image to 87% height.
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#
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# $ gm convert maple.png -resize "100%x87%!" squash.png
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# (Depending on your shell, you may need to escape the exclamation point. Grr.)
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#
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# Now we can create individual images for each "frame" of the animation, by
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# resizing the (squashed) source image and putting it in a 280x192 frame.
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#
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# $ for w in `seq 1 1500`; do \
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# gm convert -size 280x192 squash.png \
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# -resize "$w" \
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# -background white \
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# -compose Copy \
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# -gravity center \
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# -extent 280x192 thumb"$w".png; \
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# done
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#
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# Depending on the source image, you may need more or fewer than 1500 frames. This
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# number is duplicated below in the |frames| variable. Sorry.
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#
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# Now we have 1500 (or so) PNG images of what the HGR screen should look like at
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# each stage. Despite each frame being 280x192 and in the correct aspect ratio,
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# only coordinates
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# - on every 3rd row
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# - on even columns
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# are included in the final data set.
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#
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# X coordinates are converted to byte+bitmask (but see notes below).
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# Y coordinates are flipped (so 0,0 ends up on the bottom left) then
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# divided by 3.
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#
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# 6502 code will be responsible for plotting each of these coordinates
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# in a 2x3 block. The bitmask usually includes 2 adjacent pixels;
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# the code will also plot the same 2 adjacent pixels in the next two rows.
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#
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# Unfortunately, since bytes are 7 pixels across, some of the 2-pixel-wide
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# blocks will cross a byte boundary. To simplify the 6502 code, these are
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# simply listed as separate coordinate pairs, each with a bitmask that
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# includes 1 pixel instead of 2.
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frames = 1500 # number of "thumbN.png" files
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coords = []
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for i in range(5, frames, 5):
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p = PIL.Image.open("maple/thumb%s.png" % i)
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for x in range(0, 280//2, 2):
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for y in range(0, 192, 2):
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if p.getpixel((x,191-y))[0] == 0:
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coords.append((x,y))
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unique_coords = util.unique(coords)
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unique_vals = util.vals_2bit(unique_coords)
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with open("../../../src/fx/fx.hgr.maple.data.a", "w") as f:
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for aval, bval in unique_vals:
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f.write(" !byte %s,%s\n" % (aval, bval))
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ripple_vals = util.ripple(unique_vals)
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with open("../../../src/fx/fx.hgr.maple.ripple.data.a", "w") as f:
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for aval, bval in ripple_vals:
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f.write(" !byte %s,%s\n" % (aval, bval))
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unique_vals.reverse()
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with open("../../../src/fx/fx.hgr.maple.in.data.a", "w") as f:
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for aval, bval in unique_vals:
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f.write(" !byte %s,%s\n" % (aval, bval))
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BIN
res/notes/transitions/maple/maple.png
Normal file
BIN
res/notes/transitions/maple/maple.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 40 KiB |
7680
src/fx/fx.hgr.maple.data.a
Normal file
7680
src/fx/fx.hgr.maple.data.a
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File diff suppressed because it is too large
Load Diff
7680
src/fx/fx.hgr.maple.in.data.a
Normal file
7680
src/fx/fx.hgr.maple.in.data.a
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Load Diff
14
src/fx/fx.hgr.maple.ripple.a
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14
src/fx/fx.hgr.maple.ripple.a
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@ -0,0 +1,14 @@
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;license:MIT
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;(c) 2019 by 4am
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;
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!cpu 6502
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!to "build/FX/MAPLE.RIPPLE",plain
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*=$6000
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!source "src/fx/fx.hgr.precomputed.2bit.a"
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+FX_PRECOMPUTED_2BIT Coordinates
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Coordinates
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!source "src/fx/fx.hgr.maple.ripple.data.a"
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!byte $00
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7680
src/fx/fx.hgr.maple.ripple.data.a
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7680
src/fx/fx.hgr.maple.ripple.data.a
Normal file
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Load Diff
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