Showing posts with label project. Show all posts
Showing posts with label project. Show all posts

Friday, November 19, 2021

Rochester Maker Faire 2021 - Exhibit info!

Welcome! If you're here you either from using the QR code I had at Maker Faire, follow me as @yorgle on twitter, or perhaps from my YouTube channel ... regardless... welcome!  This is my project blog thing and I post info about all of the esoteric and weird things I work on here.

This post is meant to provide more information to you about all of the projects involved.  Follow this blog for more updates about these projects; links to videos, source code, etc.


Projection Mapping

For this, I got inspiration from this video on YouTube where they played this video of the Happily Ever After fireworks show at Walt Disney World onto a Lego model of "The Disney Castle".  It came out awesome, and I wanted to do something similar.

While I'd love to have that Lego set, I don't have any place to put it, and on top of that, I don't have $350 to spend on it... however, Lego released the much more budget-friendly Mini Disney Castle which sells for $35 and still has some excellent details and even comes with a Mickey minifig!  I used this as my starting point.

I dug out my Dell short-throw 1080p DLP projector, and projected it onto the castle.  It didn't match up perfectly, which I had expected.  I bought a second Lego Mini Disney Castle for parts, and made a bunch of modifications to the model to add a few small spires, adjust heights and proportions.

Then I built a base using some gray rocks made out of Lego, to line it up perfectly with the projector.

For MakerFaire, I also made a projection screen to set up behind it.  For this I used some 1/2" PVC pipe and fittings, and made space for a roughly 2x3 foot screen.  For the screen itself, I used about a yard light-blocking fabric from Joann Fabrics for about $8.  The fabric I picked out was tan, with a white backing. I'm using the white backing side for the screen.  The main criteria I was looking for in a fabric was something with as little surface texture and depth as possible. I think this material choice was a great find!


Lighting Effects for Lego Models

I've loved the idea of using small vignettes to display my favorite minifigs, and I was super happy to find instructions from @benbuildslego to build a super tiny Cinderella Castle, long before the "Mini Disney Castle" was released. I highly recommend his instructions.  And I have no plans to make a tiny projection mapped version onto this model. Lol.  Anyway, one of the other instructions of his that I ordered included my favorite geodesic sphere in the world... Spaceship Earth from EPCOT.  (aka "that big golf ball thing").

I thought it would be great to light it up just like the real thing, so that's what I did.

I built up his design, but I added some supports around the edge for some Technic pieces to support some lights.  I also 3D printed some Technic-compatible holders that I used to mount some of these tiny NeoPixels into.  I designed the element so that the lights can be adjusted and pointed exactly where I wanted them to go.

The NeoPixels are wired together using some kynar/wire wrap wire so that I could be sure it could be routed well, and not be too obvious.  All of this is wired back to an Arduino to control it all.  Any model of Arduino (Uno, Leonardo,  Mega, etc) would work, but I used a "SS Micro" as I had an extra one and I love the formfactor of it.

The code, soon to be available in Github, consists of a set series of "scenes", which the 10 Neo Pixels can display.  The scenes can be faded between, randomized in intensity so that they've got some life to them, and randomized in duration and sequence.  The code demonstrated just cycles through the four animated scenes forever.

The scenes are: 
  • "Night" - dark blue, as though it's just night time by itself
  • "Glow 1" - the wonderful color mix of orange, reds, gold and lavender
  • "Glow 2" - same as Glow 1, but roughly mirrored left-to-right for some variation
  • "Twinkle" - just like "night" but with a twinkle of cyan on the lights occasoinally
There's also two special lights; one for the obelisk/fountain in front of the sphere, and one for a spotlight on the Mickey minifig atop the sphere. These operate externally to the animation sequences described above.








Thursday, August 27, 2020

LaserDisc Capture Device Ecosystem


Diagram of the capture system

I've been doing a bit off and on with my Apple IIc (Early model, upgraded to Rom4X) and my LaserDisc player (Pioneer CLD-V2400), now that I have it all working.   I've created a video switching device (less prototype-ish version of it coming soon) and have made a few different serial interface adapters so I can control the LDP from the Apple IIc, Tandy "Model T" line, and my Amiga.  I plan on having stub BASIC programs for each in github eventually, here on my LaserDisc catch-all repository.

But this brings up the issue that it's a niche project for a very esoteric and specific audience.  That is to say, vintage computer enthusiasts WHO ALSO have a LaserDisc player, WHO ALSO have specific LaserDisc titles... It's the Sega 32X issue all over again. ;)

So... how to bring playability ("play" in the sense of "playing games created" as well as "playing the video discs") to a larger subset of the vintage computer enthusiasts... and also reduce reliance on super heavy players with large spinning plastic discs in them...  Of course the answer is Raspberry Pi!

The Idea 

The basic idea is to use a Raspberry Pi (Zero hopefully) as a standalone LaserDisc Player simulator.  More on that specifically in a future post, but the goal of this post is to talk about getting content for this simulator.  And, yes, there are LD simulators/emulators out there, like "Daphne", but they're generally for Arcade machine use, and simulate older players (like for Dragon's Lair), and they work VERY well, but they're quite expensive.  This will be a solution that may not work for arcade machine applications, but for home/game/toy/experimenter use, it will be super-cheap (no more than $20 total for the Pi + Serial interface... lowering the bar of entry substantially.

So for capturing a disc, One method might be to just capture the audio and composite output of a disc, and have the PI run something like the VLC player application, which might still be the solution, but I thought I'd experiment with making a custom player, since it will probably be cumbersome to do this with VLC, being how there is a large level of control needed.

The issue comes in when you realize that playback requires frame-specific actions being done with the disc itself.  This is usually fine, but for some content, there's a 2-3 pulldown put in to convert the original 24fps film content to 29.97fps NTSC composite-video LaserDisc content.  The short-short version of this is that if you were to just step through frame by frame, you'd see repeated frames, as well as some frames that are interleaved with each other.  This is not what consumers expect when they hit frame-forward or frame-backwards on their player.  Instead, when you use those functions, the player jumps around, skipping duplicated as well as interleaved frames.  This is handled invisibly by the player, as it accesses the frames from the disc, which are marked as being "full frames".  (this is a gross overview, but generally correct-ish.)

So you can capture the video stream, and play that back via VLC (or other media player) but the results won't be accurate to a LDP.  You'll have to manually skip frames, and offset per the 2-3 pulldown... it gets messy, but you can get an "okayish" approximation.  This is what my Javascript "Rollercoaster" laserdisc simulation did.  And it worked decently.  But it's not good enough.

The Domesday Duplicator Project

I had the idea to capture discs in a more "raw" form, so I started looking into what was available for this.  I looked into the Domesday Duplicator for capturing LaserDiscs, and use their "ld-decode" software to decode it and play it back, since it would be ideal.  I could capture the raw RF content stored on the LD, and play it back exactly as a LDP.  There are some issues with this though...

First of all, I do not have the right LaserDisc player to capture the content, nor full documentation about the hack necessary, nor the expensive hardware needed to sample the RF stream... It is a substantial overhead to capture discs.  Perfect for their archival use, but it's massive overkill for playing some homebrew games.

Secondly, for their captures, each side of a disk requires approximately 103 gigabytes of storage space, which is inconvenient. ;)

My Solution

The solution I decided to run with is to simply step through the disc, frame by frame, and capture each composite video frame individually, then capture the audio separately, and sync them back up in the playback application.

Video would be captured frame-specific on the disc... that is to say only unique 480p-ish frames will be captured, so file "32908.png" will be frame 32908.  No need to convert or deal with if a title has 
a 3-2 pulldown, or it's 29.97 fps, or whatever...  Playback of video might be odd, but this could always be augmented with video files for playback of segments, using these files as still-frame files.

For video capture, I'm using my Canon Optura Xi DV camcorder as a video-firewire bridge, and capturing the video frames using imagesnap, which can save jpeg or png images captured from standard Mac video sources, including firewire-DV connected devices.  It could just as easily been done through some USB Composite AV capture device, but I do not have access to one.

Each of the pairs of audio tracks will be captured directly from the analog audio output from the player.  (I have not done this part, but I plan on using sox to do this, probably, although some tests I've done so far have had dropouts while recording... which is less than ideal... audio capture could be accomplished using a more modern computer or recording device...)

The diagram at the top of this post shows this workflow.

For controlling the LDP, I have a simple python script that connects using the standard serial libraries to a USB-Serial interface, which is wired to my player via RS/232 (4800 baud).  I don't have a store-bought USB serial device, but any of them should work fine.  I decided to just throw together something using stuff I had, which can be seen in this image:

This is my USB-RS232 interface. There are many functionally like it, but this one is mine.

There really is nothing special to this, it's just a USB-RS232 adapter.... using an old USB-Ipod serial dock adapter, FTDI extension wire, and then a cobbled-together TTL-RS232 level shifter. :)

Results

All of this is working as expected. (python script will be posted to github soon.)  I have the LDP spin up the disk ("PL"), seek to the lead-out (end) of the side ("FRLOSE"), get the frame count ("F?"), then seek back to frame 0 ("FR00000SE").  Most discs seem to have between 32,000 and 45,000 frames per side, providing about 30 minutes of content.

Each frame of 704x480 (I know, i was expecting 720x480, but this is what I got.) as JPG is about 140 kilobytes, and as PNG is about 600 kilobytes.  The issue with it though is that it was slow to capture.  The frame seek and stepping was quick, but the capture tool was slow, capturing about 27 PNG frames per minute, or about 35 JPG files per minute.  This would be hours to capture a single side of a disc.  Which is fine, since it's completely automated.  It would produce about 7 gigabytes of video frames per side.

I experimented with capturing audio as well.  I couldn't capture from the firewire/DV stream, but I just hooked the LDP directly in to the Mac Mini I was testing with.  I used SOX to capture some content, and it had a few dropouts.  This could have been because the computer is ancient... So more tests are necessary on that front.

The plan for the capture software is to have it query the LDP to get more meta-content out of the disc as well.  It can get data about the disc, player serial number, number of audio tracks, etc.  From that it could completely automate capturing each of the two potential pairs of  audio streams, or as individual tracks, depending on the needs of the disc... as well as all video frames, and perhaps a DV stream as well... maybe.  


Remember to set the DV Camcorder/Bridge for "video in"

Currently, I've got the software doing the following process:

  • Initialize the player:
    • "PL" Spin up the disc, and "Play"
    • "FRLOSE" When that's done, seek to the frame at the lead-out at the end of the disk
    • "F?" Query to get the current frame number (the number of frames)
    • "FR1SE" seek back to frame 1 on the disc (*)
    • "SR" Step in reverse, back 1 step (*)
  • For each frame:
    • "FRxSE" seek to frame x (the current frame number)
    • run: "imagesnap outdir/x.png" to capture a video frame to a PNG file


This is currently working.  Eventually, I'll add in the additional commands to query available audio tracks, and run "sox -d discname_audio.wav" to capture that.

Saturday, October 12, 2019

RC2019-10 Update 1: A102 Amiga/Tandy/RC2014 Frankenstein

The Enclosure

Since I had started working on this last year, the enclosure is partially completed.  I had removed some plastic ribbing prior to the RetroChallenge, and mounted both a Rasperry Pi 3 and a LL530 keyboard interface board inside of it.  That's about as far as I had gotten last year, so that's a good start. (pics in the next update post)

The Keyboard

I started out with trying to get the keyboard working.  This seems to be the most time consuming portion of the hardware at this point, and has the most question marks associated with it.
The big issue is using the Tandy 102 keyboard with a spare "two header" Amiga 500 keyboard "encoder" board.  I had toyed with the idea of perhaps just wiring up the row/columns to the Tandy keyboard's rows and columns, but this brought up some issues.  Obviously, the matrix would be different... ie; row 2 column 2 would be different keys on the two keybaords.  This would be fine as I could just change the code in the LL530 to convert the fakey-102-500 keycode to be the correct keypress.  I kinda wanted to use the LL530 stock though, so this meant rewiring the 102 keyboard.
The 102 keyboard has diodes at most of the junctions, and there were a different ratio of rows/columns. but I plan on ignoring those by cutting the traces on the board and wiring around them, ignoring them.


I measured resistance for each key on both keyboards.  The Tandy 102 keys ("Alps Mount Round Slider") came out at about 100 ohms when pressed.  The Amiga keys ("Mitsumi KPR Hybrid Switches") were 0 ohms (no resistance).  Could this be an issue with the custom Commodore key matrix scanner on the Amiga encoder board?  Only one way to find out... Wire it up!


I wired up a couple of the Alps keys to the scanner, hooked it up to my LL530 and tried it.  Turns out it all works great, so no worries there! I apparently picked "9" and the left spare key usually between 'left shift' and 'z', which apparently maps to a "section character" (§)


Next, I wanted to try to clean up the keys.  They seem to bind a little as you press them down, as the plastic tube is getting snagged in the mechanism. This is probably due to wear, dirt, etc.  I removed one from the board (four through-hole solder pins), and disassembled it carefully to see what I was dealing with.

The keys popped off using an official key cap removal tool... a pair of tweezers wedged under the key.  Then the plunger and dome could be removed from the enclosure by flexing out the two T shaped tabs on the enclosure top. From left to right: the key cap, top cover (snaps on using the two large T shaped tabs), round plunger, rubber dome with carbonized contact, and finally the enclosure with the contacts in the bottom.


As far as I know, all of the keys are contacting/switching okay, but if i need to replace components, they're easy to swap in or replace the entire key.


I also took this opportunity to replace the "caps lock" and "num lock" keys, which are latching, with two spare keys, since I wanted to reuse the Num key for "right Amiga" and the caps lock key needs to be momentary for the Amiga matrix scanner. The pin layouts were different, so i needed to drill new holes in the board for the momentary switches. The switch labelled "56" above is the replaced caps lock, while "57" is the control key next to it.

Four of the "top row" keys of the 102 keyboard, the arrow keys, don't have quite the right snap/click that the others do, due to 30 years of use and wear.  I happened to have a bunch of exact replacements, which I got on ebay for another project a couple years back, "12x12x7.3mm Tact Switches"



Next is the task of remapping the matrix.  I found some commonalities between the two matrices, seen color coded above... the keys in yellow share the same x/y indexing with the Amiga layout, and the other colors only share the same column.  I traced out the schematic on the keyboard, and cut a bunch of traces.  Next up is rewiring it and wiring it up to the Amiga Encoder board.

More to come....


Friday, August 10, 2018

4 Hour Projects: Adding Video to Interactive Fiction

Overview

After listening to the Eaten By A Grue podcast:19 about the interactive laserdisc-based game for the movie "Rollercoaster", and then following that up with the episode about Hitchhiker's Guide:16, a spark popped in my head. It should be possible to somehow "watch" the Hitchhiker's Guide (H2G2) Infocom game and play clips of the TV show, movie, etc, syncronized to the scenes and what you're looking at.
All of the distributable code for this is available at the github page for the project.
Just about all of this project is based on existing stuff, but I glued it all together.
  • Frotz - runs the Z-code, in a text-based terminal
  • VLC media Player - plays back the video
  • H2G2 TV on DVD - the DVDs
  • Netcat - so my client can talk to the server
  • Tee - to split the output from frotz
  • Perl script (in this repo) - "reads" the text, matches text, tells VLC what to play
The whole thing kinda works, is buggy, unoptimized, but that's the nature of a 4 hour hack.

Architecture

This is the basic system... This was a quick sketch I made to get the idea down. Essentially there are two halves. (I also called it "zvid" instead of "llifvid". pls ign. thx.)

Server/Video player

The server on the left is essentially a perl script that:
  • Matches text from the interactive fiction
  • has a simple interpreted language that can perform sequential functions
  • outputs "remote" commands for VLC
The output of that perl script is piped into VLC. If you're going to reproduce this, be aware that enabling the VLC shell it was a bit tricky, and I didn't document the process. I think I needed to enable extended preferences in VLC to see the bit to turn on that feature.
Also on this side are the video files for H2G2 episodes 1 and 2. I used Handbrake to decode them off of my DVDs. I do know that the episodes exist online, but those may be set up for web streaming, and will need to be transcoded via handbrake or some other tool. It basically just needs to add some information in that isn't there.
Netcat (nc) is setup as a listener for the text output from the game engine. That is piped into the perl script, whose output is piped into VLC.

Client/Game engine

The client on the right is some bash script piping and connection of Frotz with the game file. I used the ms-dos version of the data file, although I do not know if any other versions differ in any way. This was just easiest for me to grab without digging out and setting up my Amiga to pull the files off of my game's floppy.
The output of frotz is piped through tee. Tee takes the output and splits it to two different places. First, is the console so you can see what you're doing, but it also usually saves it to a file. I've changed that path to be piping the output to netcat, setup as a transmitter to the server.

Interpreter

In the perl script is a quick interpreter that I hacked together to run little micro scripts of code. I started doing this as an array of arrays, but if you've ever done that in perl, you'd know that such things are never good ideas in that language. I briefly considered hopping over to python to do it, but I already had stuff done, and was still toying with the idea of having the perl script itself listening to a socket, which i was unsure of how to do in python. So it's in perl.
Anyway, I switched it over to be a plain text blob in the source file. At startup, it cleans up the text, removing comments, and empty lines. It also breaks it up as two elements per line; the opcode and the parameter, and store that as the runtime program. This vastly simplified runtime routines.
The two main entry bits for the language are the label and the text match. It's sort of event driven, sequential language, with no nesting, no calls, no iterations, none of that... one operation per line. I did include comments though which are denoted by pound sign, # and continue to the end of the line. They can be put anywhere, as they are filtered out before runtime.
: label
Labels are used for 'goto' statements, or calling the goto function to set the current PC (program counter). If you call the doGoto() function, it will adjust the PC to the line after that label, or to -1, indicating that it was not found, and there's nothing to do.
? text to match
This denotes text that should be matched. As the program runs, it reads in byte by byte from the client and accumulates it. When it hits a newline 0x0d, or 0x0a, it sends the accumulated text to the "got a line" function. That one tries to match each "text to match" string to see if it matches any part of the current line. If it does, it sets the PC to the next line, and returns.
From there, there are a few opcodes that can be called:
seek 100
This will seek the current video file to 100 seconds in.
until 110
This will wait until the timer hits 110 seconds in in the video. Due to limitations of time, this is implemented as a hack. Instead of looking at the video file to get the time, it remembers the last 'seek' number called, does a difference, and sleeps for that many seconds, blocking. For the above two codes the "until 110" call will essentially sleep for 10 seconds
done
Indicates that a sequence of opcodes is done. "do until done" will stop here" this leaves the PC at -1, indicating it's done.
player play
This sends the "play" command to VLC. It can send anything. Useful things are:
play    # press play on the current videopause   # toggle pause!frame   # advance one frame. forces a paused statestop    # stops the playerfullscreen on  # makes the video full screen (on|off)seek 100 # you can manuall call this as wellrate 2   # twice speed... or "0.25" for quarter speed. etcadd FILENAME   # adds a file to the playlist, and switches to it
These essentially just print out the command, as the VLC shell is consuming the commands directly.

Determining match strings

For this I basically ran "frotz hhg.z3" and copy-pasted long lines of text from the game to match that seemed unique. It worked okay but was kinda tedious.
I was originally going to extract out the room names/descriptions from the z3 files using the tools, but gave up on that for this simpler, quicker approach.

Determining timing

So to get the second counts, I ran VLC, playing the video file, directly: "vlc episode1.m4v", and did a lot of typing in the shell of the above commands. I would type "play" to let it play, then "pause" or "frame" to get it to stop. You can get the current time with "get_time", manually seek to specific times like "seek 300" or differences from the current time, "seek -10" for ten seconds ago, etc.
I could use the GUI for this, but it shows time as mm:ss rathe than time as seconds only.
It was tedious, but it worked. An easier to use mechanism for this would be advantageous.

Conclusions...

So yeah... it worked.  With a lot more work it could be made to be reliable, have a nice editor, and be easily streamlined into more games.  I'd personally want to see an integrated executable as well, to get rid of all of this netcat and shell weirdness, and just have one exe that runs, reading in a language file.  Game packages could be created with the language file, audio, video, etc.  But I feel like I've accomplished what I wanted to for this. 

Saturday, July 28, 2018

Digital Logic in Javascript...


I needed some time off from my main project right now, and I had this bug in my brain to try out some of this, so I did a thing.  It uses javascript, jquery, bootstrap, and css stuff to do the whole thing. I use some of this at work, so this was a great chance to learn a bit more about that tech.

So here's a link to the quickly and horribly named "Logicr", pronounced "lä-jik-É™r".

It's essentially a tiny javascript library/set of classes that simulate digital logic.  I'm not going to start drawing out diagrams of class hierarchies because that would take too long to do.  Instead, i'll quickly explain a bit of it, and then explain what the interface is showing.

At the bottom level, there are objects that are "pins".  This is a thing that can be set with a low, high, or floating data level.  I made the level actually a value from 1-100, below 25 is "low", above 75 is "high" and in the middle is "floating".  When you read them, you get back a true/false value, and you can write the 0..100 level, or true/false.  I made it this way so that i can eventually simulate pullups/pulldowns in the circuits.

Those pins are included in "nodes", which have a collection of inputs and outputs.  One example of a node is a logic gate.  A typical gate has two inputs, A, B, and one output, Y.  When the nodes get their update() call, they do whatever math is necessary to read in from their inputs and set their outputs.   Currently the system supports the basic 1-2 input logic gates: Not, And, Nand, Or, Nor, Xor, as well as one-pin output "sources" that generate High, Low, and Float output.

Another node is a "clock".  This one toggles its output once a second (1000ms) between high and low levels.

Another type of thing in the system is a "wire".  Wires are just lists of connections "from" and "to" pins on nodes in the system.

In the above example, there's a clock node (XTAL1), whose output Y goes to the first LED, named "clk".  There's a second wire from XTAL1's output that goes to the input of a Not gate (Inverter), in-turn, whose output goes to the second LED, "!clk".

You may notice that they don't change instantaneously.  That's because the system is set up to update all of the nodes first, then update all of the wires.  This prevented having to actually generate a real directed graph, and deal with loops and recursion and loops and recursion and stuff.  It probably simulates propagation delay on real parts, but i'm sure it has its own unique quirks.

So every 50ms, it goes through and tells all of the nodes to do their math, then immediately goes through the list of wires, reading from their FROM and writing to their TO.

So for the clock circuit:

  • Nodes:
    • Clock XTAL1 running at 1000ms
    • LED D1, blue, labelled "clk"
    • LED D2, blue, labelled "!clk"
    • Not gate IC1
  • Wires
    • XTAL1.Y to D1.A -- connects the clock to the first LED
    • XTAL1.Y to IC1.A -- connects the clock to the not gate
    • IC1.Y to D2.A -- connects the not gate to the second LED

That's the basics of it.

But there's more.

I added a few input devices and output devices.  First is the switch.  The switch is essentially a html checkbox at its core.  When the switch node gets called to update, it reads the value directly out of the checkbox widget in the browser, and sets its output pin to the appropriate value.  Similarly, the LEDs are just a "div" that's made round and the right color (dim/bright red, etc) via CSS.  When the LED nodes are updated, they read the value from their input pin, then apply the appropriate "on" or "off" class to their html div.  The browser and CSS take care of the rest.

There's a couple other things happening in the circuit there too...

The amber switches are the A and B inputs to an XOR gate.  The A and B switches also go to the amber LEDs with the same labels, so that you can see what's going on there.  The output from the XOR gate goes to the green LED labelled Y.

The four red switches labelled 0x01, 0x02, 0x04, and 0x08 are run into a sort-of ROM, implemented as just a simple 16 value lookup table.  The ROM has 4 inputs and 8 outputs.  The 8 outputs are wired to the red seven-segment display node's "a"-"g" inputs, which light up the segments of the display on the web interface.  As you toggle the switches, the appropriate number is displayed.  The ROM data is basically a lookup table of which segments to drive for each value 0x0..0x9,0xA-0xF.  The equivalent of the 74LS47 ic chip.  I was originally going to build this circuit using logic gates, but it got really complex...  I may still do it eventually, once i have a better editor.

Mess with it...

In the interface, if you scroll down, you'll see an editor section at the bottom. Press the "Load Default" button to fill the text box with the circuit description that's running, and you can see all of the logic nodes and wire connections. Press the "Run Circuit" button to read in the JSON content from that window and rebuild the internal logic to use it.  The content there has to be valid JSON, otherwise it won't work.  The "Run" button will have a green border when it's valid, red when it's not.

Future

So yeah. This was meant to be a quick test to see how well it could quickly be done, and expanded upon for a possible future project that I've been thinking about for a while. There are still more component classes I want to add, such as "packages" which can group together circuits... for example, creating flip-flops using gate logic, or building that 7-segment decoder, or more complex things...

I also would like to make an in-browser editor of the circuits.  I've been looking at jsPlumb as well as a few other solutions for doing "create movable boxes with connection magnets that are connected with wires" type of things.  I may just spin up something of my own, as having draggable boxes is fairly easy to do using CSS/JS and then connections are just SVG lines between them, etc...  Although i'm sure the nuances of the interface make it more complex than it seems...

Oh. and this is running in my tiny page thingy, llmin... It's basically a wrapper for a page that sets up jQuery, bootstrap, and some other stuff, so that I don't have to create that boilerplate every time I want to make a page to test stuff. ;)

Saturday, June 2, 2018

Finishing touches on LL530 v1.00 firmware

I'm currently cramming to get the first version of the firmware for my LL530 project out, so I can ship the first few ordered boards. (YAY!).

Quick backstory...

LL530 is a board with an Atmega32u4 (Arduino Leonardo/Pro Micro) and a few connectors on it so that you have a USB interface for Amiga/Atari ST/Atari mice, Atari controllers, and Amiga 500, 1000, 2000, 3000 keyboards.  Yes it even supports weird Atari controllers like Basic Programming's "Keyboard Controller" and Star Raiders' Video Touchpad, as well as the Indy 500 "Driving" controller that they made look identical to Paddles,... which are also supported.

Yes, there are other versions of portions of this, but I wanted more flexibility. I want to be able to just connect to the device, tell it that i have a mouse plugged in now, and it will just work... and in the future, auto-configuring the ports without even connecting... but i digress...

Yeah. I wrote a program in VCS Basic Programming via the Stella
emulator on my Mac.  Yeah. it's as cumbersome as it looks, but I'm
still freaking impressed that BASIC is even possible... it means only
one thing.. Warren Robinett is a god among men!
I'm getting off the subject here... okay...


Hey, Scott... don't forget the reason for this post...

Oh right.. Thank you Document McSubheading for reminding me.


No Prob..... now get on with it!

RIGHT.  So I'm trying to get all of the non-keyboard stuff working in one firmware.  I have a decent shell interface that lets you do all sorts of configuration stuff of the two ports, which I call "Port A" and "Port B".  I have a framework where you can pick the input device (joystick, mouse, paddle, etc) and then pick what it sends out to the host computer (mouse movements, joystick movements, various keyboard configurations.)

Now, the Arduino framework is kind of notorious for being slow in some respects.  That's the price you pay for ease of use.  One of the slowest is the port pin reads and writes.  For example:

digitalWrite( Pin3, HIGH )

 is a function that sets Arduino Digital Pin 3 as a HIGH value.  So internally, it looks at "Pin3", and figures out where on the ATmega microprocessor that maps to... The digital/analog pins from the Arduino are abstractions of the ATmega's actual ports.  for example digital pin 3 might actually be "PORTD" bit 5.  This function makes it so that beginners don't need to know that stuff... and what's more, all arduinos have digital pins 0, 1,2, 3, etc but generally map to different ATmega ports/pins... it might be PORTD bit 5 on a 328P, but it might be PORTG bit2 on a 32u4.  

Too much info.  TL;DR: digitalWrite() digitalRead() are an order of magnitude slower than just reading PORTG and masking off bit 2, which is near instantaneous.  (I should note that analog reads are slow, regardless, as the micro needs time to make the reading.)

I noticed this on the Eastman Theater sign project. I was using digitalWrite() calls to bit-bang out the data to the sign's shift register/LED drivers.  I was getting roughly 5 frames per second, when driving all 240 columns of 8 pixels...  When I switched it to direct bit writes, it went well over 60 FPS!

Mouse support....

I have all of the other controllers working, at least somewhat, and I've had a USB-Mouse interface using a 32u4/Pro Micro on my RaspberryPi/Amibian system for years now, so I knew it would work... but i was surprised when I finally got to working on the mouse device reading to find it wasn't working.  It was getting readings, but it was missing some... it was missing a lot of them.

To read a joystick, you only need to know "is it up now?"  "is it left now?"... not very time critical between readings.  However, for reading a mouse, you need to read all of the "gray code" sequence state numbers that it generates.  As it rotates left-right (the up-down axis is identical), it sends out, over two bits of the connector, a sequence of digits.

00 ⇨ 01 ⇨ 11 ⇨ 10 ⇨ 00 ⇨ 01 ⇨ 11 ⇨ ....etc
Moving left

00 ⇨ 10 ⇨ 11 ⇨ 01 ⇨ 00 ⇨ 10 ⇨ 11 ⇨ ....etc
Moving right

The mouse generates these regardless of you reading them. 

There was some slowdown in reading the mouse, so i was missing some of the readings... so instead of getting 00, 01, 11, 10, 00, 01, 11, ... I was reading 00, ... 11, 10, 00, .. 11, .. .. 01, ... 00,  which generated bad mouse movements, since those are sometimes recognized as left, sometimes as right, sometimes as completely invalid changes.

So it must've been the port reading?  Right?  That was my first thought too.  This thought was cemented further, when I tried out some stripped down firmware, which worked, but once i read from all three possible buttons, it would fail again.  I thought maybe the arduino framework was doing an analog read on one of those ports or something. I wrote some code to profile read/write times, and found that it was just as fast as expected.  (I had switched the port IO for this project to direct reads, without the framework long ago.)  (sidenote: Still not sure why commenting out button 3 had any affect... weird.)

So that wasn't it.

I eventually moved some simple mouse reading/generation code as a dedicated loop, which worked.. 

Next, I re-enabled my big switch statement that checks the input types, and checks the output types and does the right thing... to my surprise, it still worked.

I re-enabled some of the other polling routines... some are timing based, so they use the millis() function which of course has some overhead... and surprisingly, everything still worked.

Then I re-enabled the serial shell interface... and things broke... quickly!

But... the serial interface wasn't doing ANYTHING?!  what?!  All it's doing is first doing a
if( !Serial ) return;
The 32u4/Leonardo/Pro Micro will have major issues if you try to send out Serial data before it's done initializing that HID device.  This call just checks to see if the port is active.. I littered my code with them before Serial.print() blocks to prevent the thing from bricking again...  But even when the shell is active, i do a standard
if( Serial.available()) { .... }
to check if the user typed anything... then it pretty much returns...

The problem is... my assumptions were WRONG.

I threw some of these calls into my profiler, which is basically this kind of thing
startTime = millis();for( x=0 ; x<1000 ; x++ ) {    /* do the thing to test in here */}endTime = millis();
then it prints out (endTime - startTime)/1000, and you get the average time per loop.


if( Serial.available() ) { /* do nothing */ }

This took roughly 0ms per loop, so it's probably just checking a bit inernally...


if( !Serial ) { /* do nothing */ }
I thought this did the same sort of thing... Nope.  No matter what I did, 10ms.  Every time this is called, it blocks for 10ms.  No wonder that my mouse polling was failing! it was missing tons of gray code sequence states since the thing was almost constantly blocking in the "!Serial" check.

BLAGH!

It's feeling better now. :D


Anyway... Here's some more info on the project in general:

Links for the project are in flux right now; once I get the first version of the firmware packaged up, i'll be setting up a proper website/hub for it with full documentation of the project.  Until then, here are some links:




Testing the system is kinda fun!  Although that 7800 controller is pretty horrible.

Monday, May 1, 2017

RC2017/4 Final! (Replica Results and Post-Mortem)

"The Treachery Of Pop Pixel Art" - Scott Lawrence, 4/30/17
Inspired by Andy Warhol and René Magritte's works
As you might know, I spent time this past month working on what I nicknamed "The Andy Project". The idea was to re-create some of Andy Warhol's art pieces on an Amiga, well, an emulated Amiga, using appropriate tools, as pixel-accurately as possible.

This blog post will be a summary of results, mentions of pitfalls, and that kind of thing.  The previous three blog posts cover most of the other information for the project.  Links for these are on the bottom of this post.

Philosophical musings...

Andy's work is interesting because you don't see any other of the "classic" artists doing their work in such a media, where you can get pixel-for-pixel copies of the originals.  Nowadays, sure, you get photographs of the original, but with these digital art works, you can get essentially the EXACT same content that was originally produced. This is likely why the "originals" have never been made public directly... Understandably so.... That floppy gets out, and we see posters of pop-pixel-art available in every mall. That said, I want to make poster blow-ups of some of these. ;)

This actually got me thinking a lot about the resulting media files that I will be produced.  These will be virtually indistinguishable from the originals.  Are they the same as the originals?  In some of these, I am the person who drew all of the individual pixels in Deluxe Paint.  It is distinctly not the original files, which are still under lock-and-key.  But those may surface, and you may find that mine are nearly identical with respect to which color pixels are where on the digital canvas.

In the music industry, if you were to make a copy of a waveform, by looking at numerical representations of the wave, and typing them in to a computer, making a replica of the original waveform.  When played back, it's still Debbie Harry's "Rush Rush"... but you actually created it from scratch by copying the numbers from the original.  It's a replica... that is functionally and actually identical to the original.  In fact, if you were to write a computer program that did this for you; go through the audio file, and look at the numbers, then write those numbers into another file... then the computer has generated a replica of the original... That's exactly the same as I'm doing here, right?

That software already exists.. it's "cp", "copy" or "drag-and-drop the icon to another folder."

Does that mean that I cannot take credit for my reproductions?  This is kind of why I had wanted to add specific mistakes/changes to mine, so even if you were to compare them at the pixel level, mine would be at the least, a derivative work. ... but is that enough?  Couldn't Andy's estate come after me and say "that imagery is exactly the same as the original, and you're putting it up online for free! Stop that now!"

I know that mine are replicas...  perhaps that's enough.

But then, if you think about the pop-art movement of the '50s and onward, it delves DIRECTLY into this, head on.  Andy, for example, took iconic things (soup cans, Marilyn Monroe) and used them as the basis for his iconic works.  If the Campbell's Soup can looked different, so would have his artwork.

So in that vein... My reproductions are essentially my brand new art pieces, just using his pieces as the inspiration...

Wait.. are mine replicas of his works?  Are mine new works, like the originals under the pop-art umbrella?

I don't know how to resolve this.

The Andy Project

I started out with a list of 11 images to pick from.  I thought I might get a few done, but I never set specific goals for myself... so I only got three of them done.  I still feel like this is a major success. Mainly because I can now do many of the other ones at my leisure using all of the tools and frameworks I've already set in place, with full knowledge of the pitfalls for the various steps.

I also created two pieces that I was inspired to make from the project, so I included those in the ZIP and slideshow ADF as well.  Links to the slideshow ADF downloads are at the bottom of this blog post, along with an in-browser emulator that can play it in-browser.

Everything provided here is to be considered to be Creative-Commons BY-NC-SA. (Attribution, Non-Commercial, Share-Alike).

What went wrong

I think the big thing that went wrong was wrangling with tools. There are two instances that come to mind.
Nothing really went wrong here, I just thought it would almost
be appropriate for this to be my end-state of this image. :)
I feel like Andy might have accepted this.

ObeseBits

First of all, my tool "ObeseBits" was giving me trouble.  It's the first Javascript-Processing app I've ever really made.  Most of the time for Processing, I just use Java mode.  That seemed a bit excessive, and I wanted to make something I could easily share, so I went Javascript instead. 

If you watch the time lapse, you may see bits like this roll through.
The frustration was real.
This is a fine choice, but I had a problem where... I'm not exactly sure what was going wrong, but I was re-drawing the entire screen every frame.  It seemed to be chewing on more RAM that it should, especially after it sits for 5 minutes... especially running in Chrome on a 8 year old mac with 2 gig of RAM.  Yes, I see the irony here that I'm creating these images on a machine that could do this with 1/2 megabyte of memory... hehe  Anyway, it would get so unresponsive that it would essentially lock up the machine, but it always seemed like it was JUST ABOUT TO wake up.  But no... spinny rainbow pizza instead...  Force reboots were my friends.

FS-UAE emulator

The other main issue was that I couldn't get the ADF file exported from the emulator I was working in!  Seems like a pretty straightforward thing to do:

  1. Mount an ADF disk image
  2. Diskcopy Amiga Workbench 1.3 to it
  3. Make space by removing printer drivers, fonts, utilities, etc that aren't needed
  4. Copy my "Files" folder from the virtual hard disk to the virtual floppy
  5. Set the startup-sequence to just add disk buffers and then run the slideshow (DPShow)
  6. Quit out of the emulator
  7. The ADF disk image file you have there has all of the above done to it, right?
            RIGHT?

WRONG
.  I was using FS-UAE that, because of reasons that kinda make sense, treats all mounted ADF disk images as read-only, and creates an "overlay" in a separate directory with all of your changes.  So... here's the list of things I tried to get the modified ADF out of the thing:

  1. "apply" the changes to the ADF.
    • Can't do this.  The change overlay is in a custom format.
    • No tools exist to do this. (!!s)
  2. Turn on the UAE emulator flag "writable_floppy_iamges=1", which tells the emulator that it's okay to write directly to disk images for new disks.
    • Then you must mount a new disk, once this is set, diskcopy the content over, and you'll end up with an ADF with all of these changes. Right?
    • WRONG. FS-UAE ignores this flag.  There is literally NO WAY to write to an ADF that I have found directly from FS-UAE.  (let it be noted: otherwise, FS-UAE is freaking awesome.  this just really frustrated me.)
  3. At some point in here, I needed to edit the startup-sequence on the ADF, and I couldn't do it via the emulator's mounted-folder-as-disk-image, so i grabbed "Vim" from Fred Fish disk 591.
    • This required ARP for some reason, so I grabbed ARP and ran the installer.  
    • It replaced a bunch of AmigaDOS commands, added a library, etc.
    • Vi now worked.  Yay!
  4. Make a disk image to a file within the emulated Amiga.
    • Sounds ridiculous, but in fact, yes... it is ridiculous.
    • The only one I found that "should" work in AmigaDOS 1.3 was "TransADF"
      • Grabbed TransADF off Aminet, put it on my "Work13" disk (which is a mounted folder from my Mac). 
      • Ran TransADF, and... GURU MEDITATION
    • Fumbled for a while and realized I could boot an emulated AmigaDOS 3.1 system.
    • Booted up AmigaDOS 3.1, ran TransDisk, created the ADF, looked good.
    • Booted back into 1.3, and suddenly, on "loadwb", the system just locked up with a blank blue screen.
    • Eventually traced it back to ARP being an issue.
    • Luckily, my Work13: disk was being maintained by Git, so i just reverted the changes that the ARP installer did... and now it all worked again.  blerg.
So yeah.  Cumbersome as all get out, but I managed to get the ADF made, and I now know I can just boot into 3.1 and run TransDisk to do this again.

What went right...

I got three image replicas done! YAY!

I feel super proud of the fact that I was able to do it to the best of my abilities, to the best effort I could provide and do.  I tried my best to be pixel-perfect, to be color-accurate, and I think the results paid off really well!

You can see me work on these in a time-lapse on YouTube too!

What you see here are EXACTLY what I was doing this project to avoid.  Incorrect aspect ratio, wrong file format, etc. ;)  But they show the effort. I  left the Deluxe Paint panels up just for fun, and to show that these are in fact the ones that I made, and not the source Warhol material.  If you want the proper files, they're downloadable at the bottom of this file.

"campbells.pic" (As seen in Deluxe Paint III)
Original by Andy Warhol, Replica by Scott Lawrence

"Campbells" took full advantage of the foray into GraphiCraft, as I used the palette generated from the saved out Graphicraft 1.2 image, but then tweaked by hand to accurately match the pre-release palette that Andy would have had available to him.  I feel like this is a great representative pice of his work on the Amiga, as well as for this project itself.
"venus" (As seen in Deluxe Paint III)
Original by Andy Warhol, Replica by Scott Lawrence

I had originally thought that "venus" was going to be pretty simple. It was mostly the "venus.iff" file that is included with every copy of Deluxe Paint.  (Here's a link to the original as seen in Deluxe Paint IV.) Well, there's those two orange dots on the left, the scribble on one eye, and the third eye... so it should be easy.  Right?  Nope.  

  1. The source material that I had was a JPEG, with its entire color palette completely wonky.  Browns looked violet... whites looked yellow... that kind of thing
  2. This means that I had to spend time not just picking the right color, but also cross-referencing the pixel in the jpeg with another of the same wrong color, but unchanged by andy... then find THAT color in my DPaint version, and use that color.  
  3. The forehead.  I don't know how... I don't know why, but Andy replaced MOST of the forehead with the version that's there... He probably just grabbed a brush and pasted it down a lot. There's some evidence of this being the case along the left side. Perhaps I'll analyze it more for another blog post in the future.  I ended up having to wipe out the entire forehead and re-do it entirely.
I do feel it necessary to note that many of the pixels in this are "close".. not specifically the exact correct shade of the colors.  There are a lot of orange/browns that are VERY similar and with the process of cross-referencing mentioned above, I know that I made a few mistakes here and there on this one.

I had felt a bit uneasy looking at this one for a while, but couldn't place exactly why... but it turned out that the forehead's replacement was a huge subconscious "something's not right here" flag in my head that I couldn't quite place. 
"flower" (As seen in Deluxe Paint III)
Original by Andy Warhol, Replica by Scott Lawrence

This one looked like it was going to be fairly straightforward to make... and it in fact was!  There were a lot of stepped lines, and the source material was scaled up and fuzzy, but I was able to work around this.  I remembered that DPaint has a tool "Coords" (press | to enable) which shows where your cursor is in X and Y, and also length of lines you're drawing.  This took was invaluable for doing this replica.

Notes...

Yes, I did notice that "Flower" and "Campbells" are missing the red rectangles in the upper right of the imagery on the provided ZIP and ADF files below..  Those are the screen raise/lower tools from AmigaDOS shining through.  Much like the "GraphiCraft" drag bar being visible, those should also have been visible. That's my mistake. The next version I cut of the slideshow will have that fixed.

Oops!

Links!

Here's a list of links of products and stuff that may be interesting:
Everything provided here is to be considered to be Creative-Commons BY-NC-SA. (Attribution, Non-Commercial, Share-Alike). 

And previous blog posts about the topic:

Friday, April 28, 2017

RC2017/4 Update - ObeseBits is now online!

I've not gotten more images done yet, but I have exported the tool "ObeseBits" to the interwebs.  You can play with it here:


Press 'I' (uppercase) to pick a different image, 'G' and 'g' to change grid mode and settings, drag the mouse to move around in the image, and shift-drag to adjust the size of the grid.

I made it in Processing 3.3.1, in "JavaScript Mode".  When I got to this point, i just copied the entire directory to umlautllama.com, and there it is!

Enjoy!  Or dont! Whatever!

Monday, April 17, 2017

RC2017/4 Update: The Andy Project - Tools

Just an update to show some progress on the project.

This project is to reproduce a near-pixel-perfect reproduction of a few of Andy Warhol's pieces that he created on the Amiga 1000 back in the 1985 timeframe, on native tools.

We're 12 days in, and I do not have any completed images to show y'all.  But don't be fooled into thinking I haven't done anything!  I've been running a timelapse of the entire process, and here's the segment for the tool setup work:


Here's a summary of the tasks done so far, and the direction I'm going.

Graphic editor tools

First of all I did a kind of survey of a few tools to figure out what would work best.  I had originally thought that I would use the pre-release GraphiCraft to generate the files, however I ran into a few snags.  This software crashes.  A lot.  More importantly, it does not  have the "save" function implemented.  It DOES however have something very important... Andy's works used some of the pattern flood fills that GraphiCraft (nee ProPaint) used.  These were removed before GraphiCraft was actually released.  But I'm getting ahead of myself here.  My feeling is that with this project, GraphiCraft will only be used to generate more sample and reference materials.  Mainly the fill patterns and how they are aligned, as well as the color palette, which seems to be untouched for many of Andy's pieces.

I have three versions of GraphiCraft here.  I have a pre-release version on a "v29 DOS" disk.  This is the one with patterns, correct palette, is unstable, and cannot save.  I also have two disks labelled "GraphiCraft 1.1" and "GraphiCraft 1.2".  As far as I can tell, the applications are the same, but one is on a Workbench 1.1 bootable disk, while the other is on a Workbench 1.2 bootable disk.  For some starting points of GraphiCraft images, I'll use this to generate the file, and perhaps I'll use them as the final save step, so that we get GraphiCraft /ProPaint ILBM files instead of DPaint ILBM files.

I have also settled on Deluxe Paint III for the main amount of the work.  1 and 2 are fine, but 3 just feels more stable and complete, at least with my 30+ years of experience with the Deluxe Paints... Deluxes Paint?  hmm.  DPaint 4 would work as well, but I've never really gotten completely used to/comfortable with it.

Slideshow tool

I also looked around a bit for a slideshow application.  I want the end product to be a bootable ADF that can be dropped onto a 1.3 system, or perhaps on an AROS-replacement-kick system. I wanted to use a program where I could just script it easily, without having to fire up a gui to add in or replace files.  So tools that were out included AmigaVision (2.x+), Deluxe Video (needs gui to make slides, palette limited anyway), and so on.
Early on, I was considering the "Slideshow" application that came with the "Deluxe Paint Art and Utilities" disk from Electronic Arts. I've used it quite a bit in the past, and it has exactly the type of "script it in a text file" interface that I want. However that one seems to not function on anything newer than AmigaDOS 1.1.  There is an updated version of this on the "Impressionists" art disk also from Electronic Arts, but that one did not work with 1.3 either.

Anyway, this is the exact feature list I want, in bullet form:

  • Must run in AmigaDOS 1.3
  • Fade in/out to black
  • supports10-15 slides
  • supports 320x200 32 color IFF-ILBM image files
  • delay time while a slide is up
  • (optional) user input to advance to next slide
  • (optional) user input to exit from the slideshow
  • should not require loading a GUI to add files, tweak sequence


Here's a quick summary of some of the tools I've experimented with, and my thoughts.  Some of them are from commercial products, some from Fred Fish disks, etc.
First: these were not suitable:

  • EA Slideshow (DPaint Arts & Utilites Disk) - requires AmigaDOS 1.1
  • EA Slideshow (The Impresisonists) - requires AmigaDOS 1.1
  • EA Deluxe Video - requires gui editing to edit/tweak slideshow, 16 color images
  • AmigaVision - requires gui editing, AmigaDOS 2.x+
  • PPShow - Don't remember why. ;) I think it was doing weird palette things.
  • Mostra - requires AmigaDOS 2.x (Aminet)
And these are potentials:
  • dpslide - okay, can't seem to exit (Fish disk 11)
  • slidemaster - okay as well (Fish disk 274)
Possibilities:
  • ALook - TBD
  • Show (Fish Disk 323) (early version of Mostra)
  • Mostra (early version on Fish Disk 330)

One person on Facebook had recommended a trick that some demo disks did, which was to set the system colors to all black, then images could be loaded one by one from a startup-sequence or the like.  That's something I'll consider as well.  (also, ref Fish Disk 323, "Color Tools")

One AmigaDOS reminder; to make a CLI script executable, you use the "protect" command line tool like so:

    protect slidehowScript +s

AmigaDOS 1.3

All of this will be worked on in a virtual NTSC Amiga 1000 (or Amiga 500) provied by the FS-UAE emulator running on my Mac OSX laptop.  I've set up a Workbench 1.3 filesystem disk, onto which I have installed the basic 1.3 system, Deluxe Paint III and GraphiCraft 1.2.  This is honestly nothing too extravagant.
I set up a new FS-UAE config file with the specs:

  • NTSC chipset
  • 512k chip (Amiga 500)
  • 2 meg fast (not really necessary)
  • DH0: "WORK13:" is a filesystem-based hard drive, with a "Files" folder containing all the works-in-progress, and completed imagery
And I also set up a second config for obtaining and analyzing reference materials from GraphiCraft

ObeseBits

I discovered early on that it was going to be necessary to have some way to apply a grid to the reference images from the internet (PNG and JPEG images), so that I can recreate their content pixel-for-pixel.  Since they had differetn scaling, different compression and in some cases, different pixel aspect ratios (non-square or stretched-to-square) pixels.

The Amiga in the modes that Andy used had non-square pixels.  Well, the representation on disk was a 4:3 display of a 320x200 pixel image. This means that each pixel is slightly rectangular at 1.1:1 or something like that.  However, when they are displayed on an Amiga monitor or TV set, they are displayed-as-square.  This sounds confusing, but rest assured, it really is.

The tool that I eventually made, "ObeseBits" (the name is a play on the MacPaint magnifyer tool which it called "FatBits", but it's for much larger images. see?) has been made using the "Processing" development environment.  I used the most recent "Processing v3.3" to create it, using the "p5.js" JavaScript mode.  That way I could just run it in any browser without the need to install Java.

As I worked on it this past week, I rolled in a bunch of features which I figured would be useful for this project:

  • Load in any image (scaled most images to 2xxx by 15xxx pixels for consistency)
  • Show the image zoomed in (4x zoom defined in the code, nonadjustable)
  • Grid is applied over the displayed image
  • Grid has selectable white/black/yellow color with a few levels of opacity
  • Grid has slightly bolder 5th lines, making 5x5 grid of pixels
  • left-click drag to move the target zoom area around
  • shift left-click drag to adjust the grid spacing/scale
  • Scaled down to 160x100 thumbnail showing where the zoom area is in the "big picture"
  • display of the current pixel color under the mouse
After using this tool on the same machine as the emulation for an evening, I've determined that it will be substantially more efficient to run this tool on a second computer, and dedicate the primary computer purely for the emulation environment.

Current State...

After the weekend, I've created the following content, using the above tools to be detailed in an upcoming blog post:
  • GraphiCraft reference image 
    • 320x200 IFF ILBM image
    • Created from observations, documentation from GraphiCraft v27r6
    • Recreated in Deluxe Paint III
    • 32 colors with the exact palette from v27r6
    • "purple balls" pattern reproduced with exact pattern-grid alignment
  • "Campbells" image started
    • Started with the reference image above, kept the palette and header bar
    • Some of the top of the can is converted.

A Minor Dilemma...

I am caught in a dilemma of sorts though that I need to figure out at some point...

Andy did a lot of his work in ProPaint, which was the original name for GraphiCraft.  This can be seen on the video on youtube where he is capturing and editing a picture of Debbie Harry.  The header bar says "ProPaint V27 Release 14".  All of the released images from the recent effort show "GraphiCraft v27 Release 6"... Which is correct?  My gut is telling me that the software that he used, specifically, on that day for the presentation, it put that text atop the screen.  Perhaps that was the exact text on his copies as well.  I can only assume that the restoration team was using the software they had, not necessarily the specific application disks Andy was using... although I could be wrong.  I am trying to get into contact with them to determine exactly what is going on there.

For now, I'll stick with the GraphiCraft heading. ;)