8bit sprite for memory ROM

If you wish it I send examples

Well, sorry, I had finally no time for this.
I’m really running out of time these days, as I recently got new responsibilities at work.
Maybe someone else will be able to propose a solution :slight_smile:

There’s already a Degradation>Oldshool 8-bit G’MIC preset but the block size isn’t really easily settable. :slight_smile:

but this image is real 8bit. It uses tiles to build an image.
Afterwards of this process can store in MEMORY ROMs

capi.nes run with nestopia and other emulators

Only GIMP specific way I can think of is Blur>Pixelize and then reduce colors to 8-bit. :slight_smile:

Daffodib

good, but no real 8bit image :blush:

nam-2nam-3

Different quality

Although it is not a very intelligent program, It likes me the result :

#!/bin/bash

mkdir nam
mkdir nam1
rm nam/a-*m
rm nam1/a-*m
convert -crop 8x8 $1 -depth 2 -colors 4 -compress none nam/a-%010d.xpm
convert -crop 8x8 $1 -depth 2 -colors 4 -compress none nam1/a-%010d.xpm

cd nam

# quita las cabeceras
mogrify -sample $2 *
sed -i $sed '/^s/d' *

LISTA=$(fdupes . | grep "^$" -B 1 | grep "^./" )

# quita los duplicados
fdupes -r1 . | sed -e 's/\(\w\) /\1|/g' -e 's/|$//' > files
while read line; do
        IFS='|' read -a arr <<< "$line"
        orig=${arr[0]}
        for ((i = 1; i < ${#arr[@]}; i++)); do
                file="${arr[$i]}"
                #sleep 1
                ln -sf "$orig" "$file"
        done
done < files
rm files


ls -F ../nam | grep -v @ | while read A; do
	cp ../nam1/$A ../nam/$A
done

# join
rm ../nam.png
N=0
$(echo "convert ( "
ls a-*m | while read A; do
    echo $A
    N=$((N+1))
    [ "$N" == "32" ] && echo " +append ) (" && N=0
done
echo ") -background none -append ../nam.png")

http://radar.spacebar.org/f/a/weblog/comment/1/1157

Interesting project that uses sprite limited to generate imagenes 8bits

I have these pieces and want to generate an image:

2018-07-07-211050_134x136_scrot

this image

logo

Somebody knows of some intelligent mosaic?

As I said before, I know what you want and that it is possible, but this is outside of my league. If the tools already exist, why not use them instead and then import the resources to your app of choice?

It does not attain good results and does not work with palette of sprites:

metapixel -w 8 -h 8 --antimosaic palette.png --metapixel in.png out.png

w

It is a bad result

The more examples you give the better. If you link to a research paper or two, even better. That would give @David_Tschumperle and the other brilliant minds of G’MIC good reference points.

w

I improve a bit but metapixel Generates dither :frowning:

Looks better. Would smaller sprites help?

w

The texture/dither is due to an error of the program. This says me the author
http://www.complang.tuwien.ac.at/schani/metapixel/

:laughing: I did it

w

w

convert $NOMBRE.png -dither None -remap mosaico.png png32:$NOMBRE.f.png
metapixel -w 8 -h 8 -d 1 --antimosaic mosaico.png --metapixel $NOMBRE.f.png $NOMBRE.w.png 
convert $NOMBRE.f.png -resize 32x30 -scale 256 - | \
composite -compose difference $NOMBRE.f.png  - - | \
convert - -resize 32x30 -scale 256 -contrast -threshold .5% mask.png
convert -size 256x240 tile:$NOMBRE.f.png tile:$NOMBRE.w.png mask.png -composite $NOMBRE.w.png
convert $NOMBRE.w.png -dither None -remap mosaico.png $NOMBRE.bmp
2 Likes

2018-07-09-102053_640x480_scrot

now color :rainbow:

These sprites generate them with imagick

game 8bit for arduino/qudino with tvout

This is proving to be a tough issue it seems. Would restricting the palette used make it better? The H shouldn’t show up.

for 1bit color image2tvout
for NES sprite img2nam