Re: [hatari-devel] Screenshots in NEO format |
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On 1/2/24 15:37, Nicolas Pomarède wrote:
Le 02/01/2024 à 21:17, Anders Eriksson a écrit :On Tuesday, 2 January 2024 at 19:15, J.Young <jyoung8299@xxxxxxxxxx> wrote:On 1/2/24 13:02, Andreas Grabher wrote:Am 02.01.2024 um 18:27 schrieb Nicolas Pomarède npomarede@xxxxxxxxxxxx:Le 02/01/2024 à 18:23, Andreas Grabher a écrit :Probably the way Previous does it would be interesting. It does generate PNGs directly from the VRAM of the emulated machine: https://sourceforge.net/p/previous/code/HEAD/tree/trunk/src/grab.c https://sourceforge.net/p/previous/code/HEAD/tree/trunk/src/grab.cHithat would be extremely difficult for hatari when you consider all the possible overscan modes. re-interpreting the RAM content would be complicated, while the job is already done in screen.c, hence why hatari grab screenshot from the emulated screen, not from the RAM.NicolasI see! So this is quite different from the NeXT. Isn‘t there some intermediate buffer that contains the interpreted data before being handed to the SDL renderer?Hmm, interesting, Steem has been able to do this forever. Maybe it can be added just for low/med/high standard modes? Atm, I have to check the video base address, savebin the screen data, savebin the palette then run go on the host and run a bash script to assemble the header and tack on the screen data. Very time consuming. The sort of thing that programs are very good at doing fast :). I am working on a game launcher and being able to get screenshots for new conversions/adaptations is a big part of the ongoing use of it.Hello,another way is to set Hatari to 320x200 display without statusbar, take a regular png screenshot. Now if you use Linux install Imagemagick. If Windows first install WSL2 then Imagemagick. For macOS first install Homebrew or Macports followed by Imagemagick.Then you can easily make an ST-image with "convert pic.png pic.pi1", and batch convert easily. If the picture contain no more than 16 colours there won't be dithering etc applied. PI1 shouldn't be an issue to display in your program as it's more or less the same as a NEOchrome file, just palette and bitmap on different offsets (+2 and +34).Good luck :)+1 for this solution, I don't see where's the need to keep indexed palette (as it is in ram / color registers) as you can tell imagemagick to do the conversion to NEO/PI1 with only 16 colors and it should be similar to what was in ram (except for colors maybe being in different order, but it shouldn't matter for the resulting image)Nicolas
Hi Nicolas,Color order does matter for my use case. The launcher allows viewing screenshots and most have black borders in-game but when using something like this for the screenshots:
> cat "$image" | pngtopnm | pnmquant 16 | ppmtoneo > TMP.NEOThe colors are rearranged and when flipping through screenshots in the launcher it can strain the eyes with all the color flashing.
Jeff
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