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Announcement - PropGFX Lite Binary Released

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  • trodosstrodoss Posts: 577
    edited 2011-07-07 15:18
    LightWave conversion is easy with Blender, so I should be able to import my own 3D objects. Is there a specific convertor for this as well?
    My guess is probably not, unless Baggers has something else that can do this. I would think that if you have an understanding of how Blender stores it's data, you might be able to write a "quick and dirty" conversion program. I haven't looked at the formats that Blender supports. My personal experience has been more along the lines of raycasting (Wolfenstein-style), and not full 3D modeling. I coiuld try to figure it out though ;)
  • MicrocontrolledMicrocontrolled Posts: 2,461
    edited 2011-07-07 15:46
    @trodoss: That command-line options sheet is exactly what I was looking for. Thanks!

    How would you do 3D any other way? I assumed that the only way to do it (or at least the most efficient!) was through a modeling system.
  • BaggersBaggers Posts: 3,019
    edited 2011-07-07 15:59
    Microcontrolled, I haven't released a 3D exporter, as not everyone has Lightwave, also it was just a tech demo more than an educational one!

    Trodoss, thanks for posting the link and the info help :D
  • Dr_AculaDr_Acula Posts: 5,484
    edited 2011-07-07 16:19
    Drac, this shows 256x96, for your TV thing, I didn't have a vid file to test.

    Thanks++ I'll check this out when I get home.

    @trodoss - at some stage we could think about adding the Floyd-Steinberg to the bmp8tolite program, both using the VGA and also the TV palette.
    Drac, there was no tv files or the movie file to go with that!

    The .tv file is giraffe256.zip - I had to make it a zip to be able to upload it to the forum.

    No movie file as yet but I can make one if you want.
  • Oldbitcollector (Jeff)Oldbitcollector (Jeff) Posts: 8,091
    edited 2011-07-07 16:27
    @Dr_A: What program are you using to create movies and content?

    OBC
  • Oldbitcollector (Jeff)Oldbitcollector (Jeff) Posts: 8,091
    edited 2011-07-07 16:33
    I'd like to put the invite out..

    Sooner or later this thread will be churned under by the onslaught of daily Propeller goodness.

    Trodoss and I have been maintaining a more "Gaming Specific" forum at Savagecircuits since the close of the Hydra/Gaming Forums. The "churn" rate of that forum is quit a bit slower allowing for easy conversation on these types of topics. (Not to draw folks away from this forum, but if you are excited about PropGFX, you may want to add it to you visit list.)

    http://www.savagecircuits.com/forums/forumdisplay.php?29-Propeller-Powered

    Also, a list of tools has been kept handy which may come in handy for those in this thread.

    http://www.savagecircuits.com/forums/showthread.php?547-FAQ-Game-Creation-Resources-for-the-Propeller
  • AribaAriba Posts: 2,690
    edited 2011-07-07 20:34
    Baggers and Coley

    Thank you very much for releasing this Lite version of PropGFX.
    I have only one ProtoBoard, so I just tried it with some wires to a QuickStart Board as master. Works fine :smile:

    I found it a bit complicated to program the 64kB binary into the PropGFX board, so I made the attached 2 Spin files. These writes the binary in two parts to the EEPROM. The binary data is included in the DAT section. You only need to press F10, wait 20 seconds and the EEPROM is written with one half of the data.

    cheers
    Andy
  • ColeyColey Posts: 1,110
    edited 2011-07-08 00:45
    Andy, you are more than welcome! :cool:

    Your .spin loader is really great, thank you.
    It is much easier than using HAM, would you mind if I put it up as an alternative on PropGFX web site?

    Kind regards,

    Coley
  • Oldbitcollector (Jeff)Oldbitcollector (Jeff) Posts: 8,091
    edited 2011-07-08 01:21
    Ariba wrote: »
    Baggers and Coley

    Thank you very much for releasing this Lite version of PropGFX.
    I have only one ProtoBoard, so I just tried it with some wires to a QuickStart Board as master. Works fine :smile:

    I found it a bit complicated to program the 64kB binary into the PropGFX board, so I made the attached 2 Spin files. These writes the binary in two parts to the EEPROM. The binary data is included in the DAT section. You only need to press F10, wait 20 seconds and the EEPROM is written with one half of the data.

    cheers
    Andy


    @Andy

    Awesome tool! Thanks for doing this!

    OBC
  • BaggersBaggers Posts: 3,019
    edited 2011-07-08 02:44
    Thanks Andy :D that is indeed easier than using HAM!
  • AribaAriba Posts: 2,690
    edited 2011-07-08 07:36
    Coley wrote: »
    .... would you mind if I put it up as an alternative on PropGFX web site?
    Coley

    I would be proud if you do that ;-)

    Feel free to change the initial description text to anything you want It is your code and the text should reflect your ideas of copyright, license and credits.

    Andy
  • trodosstrodoss Posts: 577
    edited 2011-07-08 11:48
    How would you do 3D any other way? I assumed that the only way to do it (or at least the most efficient!) was through a modeling system.
    Sure, a modeling system would be the most efficient ;) I think as long as you know how the data is being stored it would be a matter of conversion. Baggers may come up with a 3D exporter though.

    @All,
    Also, I thought I might mention the Parallax Semiconductor App Note 003 (http://www.parallaxsemiconductor.com/an003). It describes the use of Spin-based structures if you are finding yourselves lost in some of the examples.
  • BaggersBaggers Posts: 3,019
    edited 2011-07-09 02:32
    @Baggers: OK, thanks!
    I have some questions, though, concerning some of the Graphics and sprite functions of the engine. Specifically, what would I need to do to:
    - Draw a simple line?
    - Make a simple polygon?
    - Display a sprite?
    - Display a full screen bitmap?
    - Move a sprite?

    Thanks!

    Microcontrolled, I'll make a demo for you that shows all these :)
  • ColeyColey Posts: 1,110
    edited 2011-07-09 03:06
    Updated first post for clarity and added some more relevant links.

    Thanks goes to trodoss for the inspiration and to Ariba for his brilliantly simple loader.

    Regards,

    Coley
  • Oldbitcollector (Jeff)Oldbitcollector (Jeff) Posts: 8,091
    edited 2011-07-09 07:59
    Baggers wrote: »
    Microcontrolled, I'll make a demo for you that shows all these :)

    That'll help me greatly too! Thanks Baggers!

    OBC
  • AntoineDoinelAntoineDoinel Posts: 312
    edited 2011-07-10 06:36
    Baggers and Coley

    Many thanks for sharing this!

    I've build an ad-hoc setup for PropGfx, here posting some pics:

    10072011217.jpg
    10072011229.jpg
    10072011239.jpg
    10072011242.jpg


    I sort of figured out how to draw shapes, but still not how to deal with colors.
    If you take the time to make a specific demo it will still be greatly appreciated.

    Alessandro
    1024 x 768 - 141K
    1024 x 768 - 87K
    1024 x 768 - 271K
    1024 x 768 - 258K
  • BaggersBaggers Posts: 3,019
    edited 2011-07-10 07:01
    Great start Antoine, as for demo, yeah, will do!
  • AntoineDoinelAntoineDoinel Posts: 312
    edited 2011-07-10 09:24
    FemtoBasic on PropGfx

    some added commands, mostly borrowing and hammering stuff from the PGFX demos:
      MODE n        0=text, 1=bitmap
      CLS           clear the screen (text or graphics)
      PLOT x,y      plot one pixel at specified x,y coordinates
      LINE x,y      draw a line from previous command's coords to specified x,y
      CIRCLE r      draw a circle with radius r (xy center coords from last command)
      SIN x         return the value of sin from ROM table (x in radians, 16.16 fixed point)
    

    Notes:
    - The precompiled binary has the SD card @ P12..P15.
    - No color support.
    - Returning from gfx to text mode will thrash (sp?) text attributes.

    Alessandro
  • Oldbitcollector (Jeff)Oldbitcollector (Jeff) Posts: 8,091
    edited 2011-07-10 12:52
    @AntoineDoinel:

    I've been working on this today as well.. I'm coming toward your work from the opposite direction. I've got text (.C64 fonts) working so far.

    http://www.savagecircuits.com/forums/showthread.php?715-PropGFX-lite-demo-released-on-Parallax-forums-(re-titled)&p=5638#post5638

    OBC
  • AntoineDoinelAntoineDoinel Posts: 312
    edited 2011-07-10 15:01
    @AntoineDoinel:

    I've been working on this today as well.. I'm coming toward your work from the opposite direction. I've got text (.C64 fonts) working so far.

    http://www.savagecircuits.com/forums/showthread.php?715-PropGFX-lite-demo-released-on-Parallax-forums-(re-titled)&p=5638#post5638

    OBC

    Cool, you've done a very good job, mapping many functionalities.
    This is nice for doing tests in place, using basic, without the recompilation and reload phase.

    Seems we're approaching the point where the upper half of the eeprom in the application board must be used, I had to disable some stuff to try out new tokens. The font is the first candidate to be transferred there (but for the spectrum font I'm sure there must be a way to restore it from PropGFX eeprom).

    (whisper) pssst... nice idea the c64 font, now maybe a blue background and cyan text and border are going to disturb bagger's ahestetic sense... to the point that he will not resist to increase the clock and number of columns (/whisper) :lol:
  • Oldbitcollector (Jeff)Oldbitcollector (Jeff) Posts: 8,091
    edited 2011-07-10 18:40
    I can't take full credit here.. Baggers was the initial genius behind this a couple years ago when this was in beta.

    I just went digging through the archives and started bending the code a bit. Stumped at getting it to display a bitmap or sprites though. I think my fault lies with my understanding of bmp8tolite.exe now.

    OBC
  • ColeyColey Posts: 1,110
    edited 2011-07-11 01:28
    @OBC
    just hold your breath a bit longer we are working on bmp8tolite tutorials right now :smile:

    Coley
  • ColeyColey Posts: 1,110
    edited 2011-07-11 01:31
    Baggers and Coley

    Many thanks for sharing this!

    I've build an ad-hoc setup for PropGfx, here posting some pics:

    10072011217.jpg
    10072011229.jpg
    10072011239.jpg
    10072011242.jpg


    I sort of figured out how to draw shapes, but still not how to deal with colors.
    If you take the time to make a specific demo it will still be greatly appreciated.

    Alessandro

    Hey Alessandro, this looks great.
    Did you know that Baggers has already done a Femtobasic port and wrote a simple Mario Bros level.
    It may be worth waiting for him to release that version, I spoke with him last night and he was going to look at making it work with this binary release.

    Coley
  • RoadsterRoadster Posts: 209
    edited 2011-07-11 18:55
    I'm almost finished with my board, what do you think of it.
    847 x 756 - 168K
  • Dr_AculaDr_Acula Posts: 5,484
    edited 2011-07-11 19:00
    This is a link to the movie using Baggers' 256x96 code posted a few pages earlier post #52 http://forums.parallax.com/showthread.php?132909-Some-nice-aerial-shots-of-Sydney-Australia

    I'll post the pre-processing code when I get home. Most of it could possibly be added to a program like bmp8tolite though there is one bit of code that uses vb.net to do a high quality resampling picture size transform.

    Have run into a speed problem reading data off the sd card so for the moment this might limit things as we push the envelope further.

    @Baggers, how did you manage to squeeze that 256x96 demo in to such a small code space?!
  • trodosstrodoss Posts: 577
    edited 2011-07-11 19:46
    Roadster wrote: »
    I'm almost finished with my board, what do you think of it.
    I think it looks great! The audio jack looks like it can now handle stereo (so OBC will be happy ;) ) Have you looked at having it produced yet?

    --trodoss
  • SapiehaSapieha Posts: 2,964
    edited 2011-07-11 19:52
    Hi Roadster.

    I will NOT post much as it is others thread.
    BUT -- I can't see any decoupling capacitor around Propeller. Other thing -- Traces to XTal are placed very badly.

    Coley: Sorry for posting NOT on topic.

    Roadster wrote: »
    I'm almost finished with my board, what do you think of it.
  • Oldbitcollector (Jeff)Oldbitcollector (Jeff) Posts: 8,091
    edited 2011-07-12 12:52
    Just wanted to post an official "THANK YOU" to Baggers and Coley. (Realized that I hadn't done so, how rude!)

    Any chance we can get you guys and Ahle2 to collaborate on a combined video/audio binary? Now, that would be awesome!

    OBC
  • BaggersBaggers Posts: 3,019
    edited 2011-07-12 15:11
    Coley and myself were just talking about that OBC, ( not the thank you part, but maybe adding Ahle2's retronitus to the balls of fire demo :)
  • Dr_AculaDr_Acula Posts: 5,484
    edited 2011-07-12 17:25
    Yes, a big THANKYOU from me too!

    Brainstorming audio and movies (which I think is a slightly different topic to OBCs) - if the 256x92 video driver is running at maybe 7 frames a second, that is 24kx7 that is 170k a second. Not sure if the sd card can go faster than that, but assuming it can't, we could add in 8 bit audio, maybe 10,000 samples a second = an extra 1400 bytes per frame. You could accept a fractionally slower movie, or maybe leave out the odd frame here and there so the average speed is correct.
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