Posté le 06/06/2017 à 18:00 Membre depuis le 11/03/2013, 88 messages
Thanks to HPMAN and Mega Shocked with really awesome DATLib, DATImage and Bank Switch template demo!
This is for you and all yaronet NG Dev forum, enjoy

https://www.youtube.com/watch?v=IaTCidwrlsg

Link Download:
https://drive.google.com/drive/folders/0BwZTDuyjKFEuNHh5M0dNb0d0ZzQ

How to Use:
1.Copy neobadapple.zip into MAME roms dir
2.Copy and paste neobadappledemo.xml file contents into MAME hash\neogeo.xml file
3.Launch MAME emulation with: mame64 neogeo -cart1 neobadapple
4.Enjoy

Tested with MAME185b



Thanks
CIao
BEY
Posté le 06/06/2017 à 22:10 Membre depuis le 06/09/2002, 18630 messages
boing
and don't forget the neo geo CD version...
avatarLa Neo Geo CD à son site (en tout cas elle essaye...): http://neogeocdworld.info/
Le forum de la Neo Geo sur Yaronet: forums/264

Un petit site sur l'Atari Falcon avec plein de trucs bon pour votre poussin: http://falcon.ti-fr.com/
Posté le 07/06/2017 à 04:45Edité par Mega Shocked le 07/06/2017 à 10:59 Membre depuis le 23/10/2015, 43 messages
Beautiful work BEY! I am blown away! enflamme
Thanks for the shout out!

Are you able to upload the images used for the demo?
There are few colours so I believe the images you used would be perfect candidates for the filmstrip technique!
The experiment would test to see if your demo can run on one bank!
To do this we would make your image sequence into one long vertical .png
(If we exceed the length of the .png format (because your animation is very long we would make several strips and stitch them together as one large .png)
We would then include the .png as a scroller and code the jumps from one full screen image to the next achieving the exact same effect but utilizing much less space!
You've got me hyped up!
Posté le 07/06/2017 à 10:54 Membre depuis le 11/03/2013, 88 messages
Mega Shocked (./3) :
Beautiful work BEY! I am blown away!
Thanks for the shoutout!

Thank you too, this demo was impossible for me without HPMAN and your work. #kaminawesome#
Unfortunately the Bad Apple audio song is not perfect so I'll fix it
as soon as possible and upload new rom in download GDrive dir.


@KUK: we'll see.... boing

Thanks
Ciao
BEY
Posté le 07/06/2017 à 11:20 Membre depuis le 11/03/2013, 88 messages
Are you able to upload the images used for the demo?
There are few colours so I believe the images you used would be perfect candidates for the filmstrip technique!
The experiment would test to see if your demo can run on one bank!
To do this we would make your image sequence into one long vertical .png
(If we exceed the length of the .png format (because your animation is very long we would make several strips and stitch them together as one large .png)
We would then include the .png as a scroller and code the jumps from one full screen image to the next achieving the exact same effect but utilizing much less space!
You've got me hyped up!

Absolutely yes, good idea!
You can find raw BApple image source into GDrive RAW_IMG_SOURCE dir:
https://drive.google.com/drive/folders/0BwZTDuyjKFEuczZxNnJ4Zm9jd1E?usp=sharing
Convert with: DATimage.exe *.png -mic2 -mtc2

BApple demo use 2979 png (320x224), one palette and four banks.

Thanks
Ciao
BEY
Posté le 08/06/2017 à 09:34 Membre depuis le 21/03/2014, 182 messages
Fantastic animations BEY! I have really enjoyed watching it king
Posté le 08/06/2017 à 12:22 Membre depuis le 11/03/2013, 88 messages
NeoHomeBrew (./6) :
Fantastic animations BEY! I have really enjoyed watching it king

THX NeoHomeBrew ! #071#


I repeat that the true heroes of this story are HPMAN and Mega Shocked #happy#


Thanks
Ciao
BEY
Posté le 09/06/2017 à 04:11 Membre depuis le 23/10/2015, 43 messages
Have I got a story for you! It really is the Rotten Apple.

1. 2979 converted with: DATimage.exe *.png -mic2 -mtc2 (pretty quick)
2. 2979 Loaded as layers in a .psd file (used Adobe Bridge) (.5 hrs)
3. 2979 Compiled into 1 giant sprite sheet via photoshop script (4hrs 15 minutes)

*Number 3. is solved building a sprite sheet with several images is much faster with this method

Use imagemagick to get the job done in a few minutes (requires your PC to have some decent RAM avalaible)...Thanks for the tip Glinkie!
https://www.imagemagick.org/script/download.php

This is the syntax I used....

magick montage RottenApple/*.png -tile 30x100 -geometry 320x224+0+0 -background transparent RottenApple.png

A breakdown on all the flags can be found here.... http://acamara.es/blog/2012/12/assembling-sprite-sheets-with-imagemagick/ ,,,Thanks again Glinkie!

More notes
In the end I used 30 columns and 100 rows (30x100) because 1 column and 2979 rows cannot be opened by photoshop or even windows photo viewer.
The height must exceed what those programs have coded as a .png's max height. I got lucky that 30x100 opens in viewers.

4. Index the new RottenApple sprite sheet. It contains 111 colours. Reindex at 16 colours including transparency.

5A. 2979 images in the form of one sprite sheet compiled through Buildchar with chardata.xml (Out of Memory) my 2 GB microsoft surface crashes first the output monitor looses video then the surface goes blank for a second needs to be restarted twice to restore video to monitor 2.
5B. 2979 images in the form of one sprite sheet compiled through Buildchar with chardata.xml (Out of Memory) my 4 GB Pentium Dual Core Toshiba laptop crashes.
The resolution adjusts and adds borders to the left and right side of the screen. That's not normal.
5C. 2979 images in the form of one sprite sheet compiled through Buildchar with chardata.xml (4hrs Later) i7 16GB of ram

What I can say is the archive contains the unified .png (4hrs 15minute file) and the notorious bk0Char.bin (that took 4 hours to build)
I believe if you broke up the .bin you could split it across two banks...I tried to compile on Bank0 and got an error about the rom being full.

https://www.dropbox.com/s/tx9hifc4bmarieo/RottenApple_BANK0.zip?dl=0

raiA
LCGR

Conclusion this was a very cool effort in my eyes. 3000 frames! 4 minutes of animation! The possibility of cramming even more Mega Shock in for later.

Has BuildChar ever worked so hard? Only HPMAN knows the true answer to that.
Posté le 10/06/2017 à 18:30 Membre depuis le 28/01/2003, 147 messages
ten-commandments-charlton-heston-movie-moses-STAND-BACK-I-GOT-THIS-MEME-W630.jpg
Posté le 11/06/2017 à 19:37 Membre depuis le 28/01/2003, 147 messages
Posté le 11/06/2017 à 19:46 Membre depuis le 27/04/2006, 58460 messages
Very nice top

Is the music captured from the Neo Geo itself ?
avatarZeroblog

« Tout homme porte sur l'épaule gauche un singe et, sur l'épaule droite, un perroquet. » — Jean Cocteau
« Moi je cherche plus de logique non plus. C'est surement pour cela que j'apprécie les Ataris, ils sont aussi logiques que moi ! » — GT Turbo
Posté le 11/06/2017 à 19:56 Membre depuis le 28/01/2003, 147 messages
Technically that's a mame capture but yeah, sound is from the system.
Posté le 11/06/2017 à 20:03 Membre depuis le 27/04/2006, 58460 messages
The quality is impressive smile
avatarZeroblog

« Tout homme porte sur l'épaule gauche un singe et, sur l'épaule droite, un perroquet. » — Jean Cocteau
« Moi je cherche plus de logique non plus. C'est surement pour cela que j'apprécie les Ataris, ils sont aussi logiques que moi ! » — GT Turbo
Posté le 12/06/2017 à 04:09 Membre depuis le 23/10/2015, 43 messages
Hi HPMAN!

It looks impeccable! smile smile smile smile smile

It would be interesting to get your take on the demo and why you built it the way you did.

The big questions on my mind.

How many banks are you using?

What method are using to load your images.
EX: Are you using pictures and image catalogs to get the job done?

We're you able to incorporate your streaming technology?

Question about upcoming games...

When you build a game you can't predict what hardware the game will be played on. In your perspective should new games have the menu you have in your demo? This way the user decides what settings best suit their hardware?

It seems to me, such a menu would be a valuable edition to any project.
Posté le 12/06/2017 à 09:44 Membre depuis le 11/03/2013, 88 messages
Hey HPMAN!!
This GIGA POWER version is truly amazing !!! #cool#
13.167 frames and amazing audio, you've done a lot of work on this!

Finally the SNK 16Bit HW have its definitive Bad Apple version! #top#
Posté le 12/06/2017 à 11:44 Membre depuis le 28/01/2003, 147 messages
Mega Shocked (./14) :
...

I'm using a custom tool and format for this, in order to save room as we know most of the data is blank tiles (white or black). Gives me a ~3MB data chunk, so I'm using main space + 3 banks (~20KB short of fitting in 2).
There's no catalog or fancy things, just a bunch of tile codes.

Images preprocessed in photoshop to use the same palette, so nothing special here either. Load 1 palette at startup and job is done.

Packer took 320minutes to process frames, 108MB ram usage.



Most applications won't care about system refresh, this is a special case of audio/video sync over a long sequence here.
Posté le 12/06/2017 à 13:05 Membre depuis le 23/10/2015, 43 messages
Hi HPMAN!

All I can say is wow!!!! It is really awesome the work you put in to make this happen. I had no idea how popular Rotten Apple is until I youtubed it. Knowing there is a version out there for so many platforms it does the community proud to have the ultimate version on Neo Geo!!!!!

Thanks a bunch for the breakdown really interesting stuff.

Although very cool I'm glad to hear I can get away with not including a custom menu in my game projects. At least their will be one less thread where I am bugging you about something smile