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