Register - Login
Views: 99865899
Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users
Ranks - Rules/FAQ - Stats - Latest Posts - Color Chart - Smilies
05-04-22 05:59:31 PM
Jul - Computers and Technology - IT'S TIME FOR... New poll - New thread - New reply
Next newer thread | Next older thread
paulguy

Green Birdo
Level: 93


Posts: 527/2294
EXP: 8033460
For next: 19350

Since: 09-14-07

From: Buffalo, NY

Since last post: 9.7 years
Last activity: 9.7 years

Posted on 02-17-10 10:30:37 PM (last edited by paulguy at 02-19-10 08:56 PM) Link | Quote
Paulguy's Post configuration
PAULGUY MAKES MORE USELESS SOFTWARE!

I made a thing that takes an image, like this one:



in to this:




That image is a version of the first, but only made up of 256 8x8 tiles. This behavior is configurable in the code, since it's not complete and I haven't added command line parsing, yet.

Download Now

EDIT: some other images:
First "full" image to come out of the program, before any bugs were fixed or the algorithm was tweaked/readjusted.
A photo of me.

____________________
Gabu

Star Mario
Placeholder Ikachan until :effort: is found
Level: 172


Posts: 2443/9981
EXP: 68000048
For next: 102186

Since: 08-10-09

Pronouns: they/them, she/her
From: Santa Cruisin' USA

Since last post: 57 days
Last activity: 5 days

Posted on 02-19-10 01:25:11 AM Link | Quote
Sweet! This looks like something that certain use where they put in small photos together to make one larger photo. Would especially look interesting in puzzles.

____________________

paulguy

Green Birdo
Level: 93


Posts: 530/2294
EXP: 8033460
For next: 19350

Since: 09-14-07

From: Buffalo, NY

Since last post: 9.7 years
Last activity: 9.7 years

Posted on 02-19-10 04:54:46 AM Link | Quote
Paulguy's Post configuration
New version adds some extra little nice features and some internal whatever as well as command line parsing. You can now specify parameters at runtime rather than compile time. Read the README for more information. Also, would someone mind making me a Windows binary? I'm not so good with mingw32...

Download link is in the first post.

____________________
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
Level: NaN


Posts: 415/-1288
EXP: NaN
For next: 0

Since: 07-28-09

From: Spain

Since last post: 10.9 years
Last activity: 9.9 years

Posted on 02-19-10 05:18:52 PM (last edited by dirbaio at 02-19-10 02:22 PM) Link | Quote
Nice piece of software...

I had to deal with exactly this same thing for NSMB Editor, for importing backgrounds...

What I did is to cut the whole image into 8x8 blocks, take the two most similar and "merge" them. When I merge them, the new block is the mean of the other two, taking into account how many blocks of each are on the image... It is very slow, probably because it's in C#, and i use the get/setPixel methods, which are known to be very slow.

My solution: http://code.google.com/p/nsmb-editor/source/browse/trunk/NSMBe4/ImageTiler.cs
An example image: http://img12.imageshack.us/img12/859/bgtiles.jpg. The one on the right is the compressed one, with only 320 8x8 tiles.
EDIT: That image took 15 min to be processed, on my 4-year-old laptop...
paulguy

Green Birdo
Level: 93


Posts: 533/2294
EXP: 8033460
For next: 19350

Since: 09-14-07

From: Buffalo, NY

Since last post: 9.7 years
Last activity: 9.7 years

Posted on 02-19-10 11:55:52 PM Link | Quote
Paulguy's Post configuration
Well, I guess mine is shitty.

Here's the result with the same image, 320 8x8 tiles.

Source is taken down.

____________________
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
Level: NaN


Posts: 416/-1288
EXP: NaN
For next: 0

Since: 07-28-09

From: Spain

Since last post: 10.9 years
Last activity: 9.9 years

Posted on 02-20-10 01:36:31 PM Link | Quote
oh, no!

You can improve it
I was getting results like that, or worse, before implementing the "merging" of blocks
It's a hard thing to implement properly. I spent more or less a week doing that, and it can still be improved (on output quality and on speed )
Hectamatatortron
Member
Level: 35


Posts: 201/232
EXP: 258252
For next: 21684

Since: 09-19-07


Since last post: 7.2 years
Last activity: 5.3 years

Posted on 02-20-10 11:49:54 PM (last edited by Hectamatatortron at 02-20-10 09:03 PM) Link | Quote
I've written an image color and palette (but not tile) reducer that I use for creating images formatted appropriately for "Fire Emblem CGs".

The input/output combo in the first post is eerily similar in appearance to what might be seen with my utility, except my utility, while still having much trouble with tile boundaries, does not currently reduce the number of tiles (though I will need to add support for that later because of another image type in GBA Fire Emblem games), and therefore the output is less choppy around edges of things.

Here's the relevant post.

Edit: My application only works on images already sized the way the GBA screen is.

So let me just modify the original image to be 240x160 px, and I'll show an input/output pair for comparison.

BeforeAfter


____________________
Next newer thread | Next older thread
Jul - Computers and Technology - IT'S TIME FOR... New poll - New thread - New reply


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

30 database queries, 2 query cache hits.
Query execution time: 0.078872 seconds
Script execution time: 0.013469 seconds
Total render time: 0.092341 seconds