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 color defines in the book not what I'm seeing on screen. 
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Joined: Tue Dec 18, 2007 2:59 pm
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Post color defines in the book not what I'm seeing on screen.
They hydra book says

these are the color values to be used by the waitvid instruction

0000 blue
0010 purple
0101 red
0111 brown
1000 yellow
1010 green
1101 cyan

with mixes inbetween and of course bit 3 being on for color modulation

but i’m really having to put these in

byte %0000_0_111 ‘white
byte %0100_1_111 ‘
byte %0001_1_011 ‘blue
byte %1010_1_101 ‘orange
byte %1001_1_110 ‘yellow
byte %0110_1_100 ‘green
these are the colors I am using. very different from the book

Is it just my TV not synching to the colorburst or is it the hydra not keeping up with its own color burst?


Tue Oct 19, 2010 9:24 pm
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Post 
Its just your TV, you have to adjust the hue/tint that's all -- these are not exact, so if you have your TV set one way or another then you will see something different. This is how software video is, its not an exact science :) But, when you make something just try it on a few sets to see how it looks and set your colors +- 1-2 to get the best overall visual.

Andre'


Tue Oct 19, 2010 11:02 pm
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Post Thanks
Okay just making sure I wasn't setting up the tv driver wrong or something.
I've been working on a rubics cube sim sorta. I'll post it when I get my rotations up. No animation, the colors just move on a stationary cube.


Thu Oct 21, 2010 7:46 pm
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Post 
Cool -- yes, the trick is to play with the tint and get a solid value for red green blue with the tint in a neutral position, then try on other sets. Most people have no clue how to change the tint on a tv, so they are set for skin tones, etc. thus, redish many times, so other colors look bad unless you adjust it.

Andre'


Thu Oct 21, 2010 8:16 pm
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Post large 1000+ by 1000+ pics
http://i52.tinypic.com/15pmvbm.jpg
This is how I had to fully understand the power of tile based graphics versus graphics.quad drawing and hoping the quads were on tile boundries.
Really Cheap on tile boundries.

http://i52.tinypic.com/9igrx1.jpg
I understand what you mean when colors blend next to each other as it "overdrives" the pixels.
I get lighter and darker artifact on the color boundries, Some look really well as if you get free darkened edges others get brighter.

It isn't graphically optomized for using the 0-63 colorsets at all.
each of the 42 colors has its own colorset.

I thought of how many 2 color combos there could be with a rubics.
white (all 6 colors)
yellow(all 5 colors)
red (all 4 colors)
blue (all 3 colors)
green (all 2 colors)
orange(with itself left)

I don't know what that is called in math. series of numbers. combinations permutations is it?

Thats 21 possible (2 color) combinations on a tile. Double it if orange/white is not the same as white/orange.
36 if you discount the doubled samecolor/samecolor combos which are the same forward and backwards.

I use 42 tiles and colorsets as it is. so at most I could be saving the use of 6 or 21 colorsets.
more if I used more color pairs in tiles such as colors 0/1 and 2/3 in tiles. But I haven't thought about it other than as I write this.

I just hot swap a color that is only used in by one tile.

Hope that gibberish was understandable. I'll get the rotation stuff in later tonight maybe. its all tables.

But instead of force feeding colors into colorsets based on that cell/stickers color, I'd have to lookup the tile above and below it.


Thu Oct 21, 2010 9:27 pm
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Post very boring video
no audio.

at first I mapped the key presses in an ordered fashion axis, layer, direction
but I kept losing my place, then I remembered the rubics cube instructions.
and mapped it to those keys.
So you can literally just type in the patterns as you read them.

Upper case is closewise, lower case is counter clockwise.

http://www.youtube.com/watch?v=GCC_guy8Ok4


Fri Oct 22, 2010 4:47 pm
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Post 
Very cool, looks good -- getting there. Definitely, add some cool sounds as it clicks into place, and even some effects when a rotation is performed and colors line up, a brief "glow" or flash with all the colors showing these just lined up would be a good effect as well --

Just finish it :) Too many people leave these half done programs and never finish anything --

Andre'


Fri Oct 22, 2010 7:12 pm
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Post Glowing!
I like that idea of glowing bricks idea.

I have no real game loop. Just key presses that call rotations and updates the colorsets.

I'm gonna have to put an animation handler on top to halt the keypress events while animating things. I'll need to do some kind of cube sticker recognition and increase the brightness of the stickers when they are in a row. Since I uses colors 0-15, I can just map values 16-31 for the glowing stickers.

I've already thought about getting a real "game loop" in there.
So I can push button to give it patterns of rotations. Similar to a auto combo button in a fighting game.

Push 1 to do this pattern of rotations. I got tired of Typing in patterns.

I've never played with sound.
Never even loaded any of the sound pwm engines or anything.
I'll work on getting a proper game loop up first!


Sat Oct 23, 2010 4:59 pm
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Post 
It's very important to get a game loop in there asap, so this doesn't get messy. A nice clean loop with states, so you can keep things separate. As far as sound, its pretty easy to use one of the sound drivers to make sound effects. Music is just as easy, of course you have to make the music yourself or use one of the SPin music tools to port whatever. But, there is a really powerful sound engine and tool for this on the parallax site, forgot the name of it, but I think you can port midi files, etc. if you want music. But, for sound effects, you can use one of the hydra sound drivers and just play tones, ramps, whatever, to get sound effects.

Andre'


Sat Oct 23, 2010 6:49 pm
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Post Did some thinking
I don't know too much about FSMs but I thought about what I'm doing when I'm rotating the cube.

idle -> Key press -> rotating -> a rotation animation -> edge/face matching detection and highlighting that edge -> idle

I thought of the graphics demo where they use k in all their lil graphical animations.

I'm thinking k = 0-16 and drawing an arc that gets bigger in the direction of rotation.
erasing the cube and maybe even showing one face with darker to light tiles.
very similar to the nintendo wii's loading indicator http://i52.tinypic.com/20rsbk1.png that moves the empty slot clock wise or counter clockwise.

This would all be during the rotation animation step.

During the highlighting or face/edge match I could drop colored sparkles off the point of the cube that is "matched" with its neighbor. Staying in that state until all the sparkles dropped off screen then go back to idle state.

I'm thinking key press would be in all states tho, that way you can still speed run the cube and interrupt animation.

I'm still thinking about it. If I think too much about it to long it doesn't become fun.

Any fundamental flaws in this state loop?


Sun Oct 24, 2010 5:02 pm
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Well, you should read a good long chapter on fsms and game loops to see the pattern. But, the idea is that the game has a large loop of states, running, init, ending, whatever. Then objects have states themselves, so the idea is that 100000000 things can run asynchronously in parallel doing their thing, changing states. And then you should think of any state change as a function of current state, inputs, then transition to next state.

Andre'


Sun Oct 24, 2010 6:08 pm
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Fri Mar 11, 2016 10:37 am
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Post color defines in the book not what Im seeing on screen
Does anyone know what settings I can use to get rid of the color banding in ScummVM?

Compare Scumm top to DosBox bottom. DosBox running the Sierra interpreter has nice smooth transitions on the screen and the floor, ScummVM does not.

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Thu Mar 17, 2016 11:33 pm
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Post color defines in the book not what Im seeing on screen
I know there is a lot of chat about what should be posted on this site I asked a few times but really go no answer... I am woundering if posting a comic book movie collection, comic book tv shows and comic book cartoons would be ok for this site?

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Fri Mar 18, 2016 1:15 pm
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