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I learned make transparent with fillp() drawing.
and want remake this.

Cart #fillpdraw-0 | 2018-12-24 | Code ▽ | Embed ▽ | No License
7

FILLP draw

This cart is tool that export code for drawing with FILLP() and RECTFILL().
The Exported data can Execute that using without Sprite sheet.

Controlls

  • Canvas area
    -- Left Click : draw pixel
    -- Right Click: color pick
    -- Space key : panning (space hold and mouse drag)
    -- Z : undo
    -- X : redo

  • Palette area
    -- Left Click : color pick
    -- Right Click: color pick

  • Sprite sheet area
    -- Left Click : move the view along the grid
    -- E,S,D,F : Slide Sprite sheet data

  • SAVE Button
    -- SAVE PNG file and Attach Cart data

  • LOAD Button
    -- LOAD PNG file and Attach Cart data

  • EXPORT Button
    -- Export P8L text file that the Drawing code

  • CLEAR!! Button
    -- CLEAR Sprite sheet(not Attach Cart data)

How to use the exported code

That code include followings.

  • ColorData-FillPatternID data
  • FillPattern Library
  • draw function

and add your code.

To execute it add the following code.

fillpat.draw(BlockID,x,y)
  • BlockID: 32x32pixel delimited ID in sprite sheet
  • x,y : draw position.(It requires a multiple of 4. and 0)

How to add data

That can add to the export data in the following way.

fillpat={cpi=
[[
datablock1-1
.
.
.
datablock1-12
(add datablock2)
(add datablock3)
]]
,pat=
[[
FillpatData For Datablock1
(addFillpatData For Datablock2)
(addFillpatData For Datablock3)
]]
7


1

Reminds me of the C64's 2-color per cell limitation, but that was 2 colors per 8x8 cell, not 4x4.
https://www.polygon.com/2015/8/20/9183219/the-amazing-trick-the-commodore-64-used-to-create-colorful-pixel-art


1

This is cool, a little like a limited form of Color Cell Compression, which was a precursor to DXT* texture compression, where you'd have a palette of 256 RGB colors for the entire image, and then for each 4x4 cell, two 8-bit palette indices and a 4x4 bitmap that selected one or the other index, giving you just a little over 2 bits per pixel overall. It was surprisingly good for most real-world images. Obviously here the palette is fixed and only 16-color, but the method is basically the same.

But I mostly like it because it reminds me of c64 hi-res art. :)


I actually felt it was hard to use when I actually used it.
But I knew that for the first time that there used for expression past video graphics. (In a similar way)

I am interested in expression in the past.



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