8bit sprite for memory ROM

8bit
palette
low-fi
nes
eeprom

#21

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.


(http://4232.cf) #22

w

I improve a bit but metapixel Generates dither :frowning:


#23

Looks better. Would smaller sprites help?


(http://4232.cf) #24

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/


(http://4232.cf) #25

: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

(http://4232.cf) #26

2018-07-09-102053_640x480_scrot

now color :rainbow:


(http://4232.cf) #27

These sprites generate them with imagick

game 8bit for arduino/qudino with tvout


#28

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


(http://4232.cf) #29

for 1bit color image2tvout
for NES sprite img2nam