Release

Texture Map Animation Tool

4

SP4CEBAR 2022-11-17 09:13 (Edited)

Check out this demo to see this system in action

How to use:

  1. make a source image in GFX designer

repeat

  1. use this tool to assemble it into a frame for a game character
  2. press at the bottom of the screen to clear it and go to the next frame

  1. use the animation viewer to view the animation from the disk

Autosave is on

In a future version, it should also load the source image from the disk
This is the algorithm that made it possible
The concept is Inspired by this video

Animated Rig 2.nx | Open in app
2022-11-17 12:40
Animated Rig 2.nx | Open in app
2022-11-17 10:59
Animated Rig 2.nx | Open in app
2022-11-17 10:53
Animated Rig 2.nx | Open in app
2022-11-17 10:42
Animated Rig 2.nx | Open in app
2022-11-17 10:37
Animated Rig.nx | Open in app
2022-11-17 09:27
Animated Rig.nx | Open in app
2022-11-17 09:13

SP4CEBAR 2022-11-17 09:20

Currently, it doesn't record well, and it also can't be played back yet


SP4CEBAR 2022-11-17 09:28

Update: recording is fixed


SP4CEBAR 2022-11-17 09:49 (Edited)

Animation viewer
edit: incompatible with the latest version

Animation Viewer.nx | Open in app
2022-11-17 09:49

SP4CEBAR 2022-11-17 09:51 (Edited)

The tool in its current state is quite annoying to use, as you can't see the previous frame when drawing the next frame, and it's way too easy to accidentally press the "next frame" "button"
And it uses OR to mix the images, there's no overlay

edit: this has been taken care of


SP4CEBAR 2022-11-17 09:56 (Edited)

However the concept works great, the animation file doesn't use much memory, the character map can be modified to change the game character, and the animation player shows 15% CPU usage


SP4CEBAR 2022-11-17 10:40

Update: the image is scaled down to double the size (the file probably doesn't support the extra space as 8x4= 32 > 16)
And I added a preview of the previous frame


SP4CEBAR 2022-11-17 10:42

And the "next frame" area is now the bottom quarter of the screen instead of the bottom half of the screen


SP4CEBAR 2022-11-17 10:57 (Edited)

Update: bigger file: 4 bytes per block instead of 3
Rectangle X0,Y0 to X1,Y1 is unchanged, those work fine with values between 0-15 on their 16x16 source image
However, X2,Y2 on the output image now have a byte each, they can have values between 0-255, so your output image can be 256x256 (which is total overkill, I could rearrange the bytes to use some of this space (probably four bits) to allow a bigger source map)

edit: in this version files have the same file name but a different encoding, whoops
edit: this has been fixed


SP4CEBAR 2022-11-17 10:59

Update: the file name is now different


SP4CEBAR 2022-11-17 11:10 (Edited)

Here's an animation viewer for the new file

Animation Viewer.nx | Open in app
2022-11-17 11:10

SP4CEBAR 2022-11-17 11:14 (Edited)

Make sure you don't tap (and write) twice, it'll be registered as a frame end
It needs a filter so it won't write it down twice

edit: this has been fixed


SP4CEBAR 2022-11-17 12:42

Update: bug fixes: it works for up to 256x256 output images now: the new viewer is fine
(You probably won't be able to view or draw 256x256 images, however 32x32 should be supported)


SP4CEBAR 2022-11-17 12:53

Update: it should now detect duplicate commands and not save them, now the only duplicate commands are intentional "next frame" codes


SP4CEBAR 2022-11-17 13:04

The only remaining issue is that it uses OR to mix the images: there's no overlay
but I'll leave it for now

To fix it I'd have to edit the "POKE" functions inside the CCOP6 subprogram
I'd have to generate a bitmask (M=P0 AND P1), invert it (M=255 XOR M), and mask it (POKE A,(P0 AND M) OR P1)

wait that's it, so I guess I could fix it now


SP4CEBAR 2022-11-17 13:20

Or maybe not


SP4CEBAR 2022-11-17 14:15

Here's a new viewer that doesn't flicker anymore

Animation Viewer.nx | Open in app
2022-11-17 14:15

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