Anything relating to CD-i can be discussed in this forum. From the multiple hardware iterations of the system to the sofware including games, reference, music and Video CDs. Maybe you hold an interest in Philips Media and the many development houses set up to cater for CD-i if so then this is the forum.
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LuigiBlood
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by LuigiBlood » Wed Jan 12, 2011 6:19 pm
It took me some time, but at least :
GFX Data is a little special, but here, it's there, it's Mario !
I'm french, so sometimes my english can be wrong.
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Bas
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by Bas » Wed Jan 12, 2011 9:09 pm
eh... what am I supposed to see here...?
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Trev
- Sum Zero Barman
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by Trev » Sat Jan 15, 2011 9:11 pm
Is this like one of those magic eye pics? If I stare long enough, and squint just right ...
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opt_fr_
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by opt_fr_ » Sun Jan 16, 2011 3:29 am
Nice Luigiblood ! What is the compression specification ?

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LuigiBlood
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by LuigiBlood » Sun Dec 09, 2012 3:03 pm
So, it's like 2 years later that I've finally got into it.
Code: Select all
Hotel Mario Sprites Format (LuigiBlood):
4E 75 2F 09 22 40 (5E 89) = Magic Number
D3 FC = Relative Go To (Not sure about how it really works)
12 FC = 1 pixel (2 bytes, one is useless)
22 FC = 4 pixels
32 FC = 2 pixels
22 5F = End
Image horizontal resolution: 384 (0x180)
But then, sometimes I get weird stuff (also happens with some sprites of Mario):
http://i326.photobucket.com/albums/k425 ... ombao0.png
And I don't talk about the colors, the fact that some sprites are a bit deformed. I don't know why it happens.
EDIT:
Discovering more stuff, will update later.
Last edited by
LuigiBlood on Sun Dec 09, 2012 3:18 pm, edited 1 time in total.
I'm french, so sometimes my english can be wrong.
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opt_fr_
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by opt_fr_ » Sun Dec 09, 2012 3:13 pm
Nice one luigiblood, finally you found them ! but does it match a specific video format described in the green book ?
Good luck for the koopa(ling) sprites !
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LuigiBlood
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by LuigiBlood » Sun Dec 09, 2012 3:19 pm
Nah, it doesn't seem to match anything.
I'm discovering more stuff about the format, I will update the topic later (and also post sprites...)
EDIT:
All right:
Code: Select all
Hotel Mario Sprites Format (LuigiBlood):
4E 75 2F 09 22 40 = Magic Number
D3 FC = Relative Go To
5X 89 = Skip bytes (X = bytes to skip * 2)
12 FC = 1 pixel (2 bytes, one is useless)
22 FC = 4 pixels
32 FC = 2 pixels
22 5F = End
Mario seems to appear correctly now. I will update my program so it does things better...
EDIT: Mario:
http://dl.dropbox.com/u/35397316/mario_set_sub.o.png
I'm french, so sometimes my english can be wrong.
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cdifan
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by cdifan » Sun Dec 09, 2012 8:17 pm
These are 68000 machine languate instructions with immediate data, so-called compiled sprites.
http://www.onlinedisassembler.com wrote:Code: Select all
4e75 rts
2f09 movel %a1,%sp@-
2240 moveal %d0,%a1
d3fc00000000 addal #0,%a1
5189 subql #8,%a1
12fc0064 moveb #100,%a1@+
22fc00000000 movel #0,%a1@+
32fc0000 movew #0,%a1@+
225f moveal %sp@+,%a1
The rts is a subroutine terminator; each sprite subroutine starts at the instruction immediately following it and blasts a number of pixels to address register one (%a1).
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LuigiBlood
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by LuigiBlood » Sun Dec 09, 2012 8:37 pm
So in other words I made a very bad 68000 emulator for graphics?
Pretty cool. And weird. But I'm okay with that.
I'm french, so sometimes my english can be wrong.
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cdifan
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by cdifan » Sun Dec 09, 2012 8:51 pm
LuigiBlood wrote:So in other words I made a very bad 68000 emulator for graphics?
That's one way of phrasing it, yes. But why bad? It performs okay for the purpose!
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LuigiBlood
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by LuigiBlood » Sun Dec 09, 2012 8:56 pm
By bad I meant it doesn't do much. So, cool, I made my first emulator, after knowing like so many assemblers in different architectures that I can emulate...
I'm french, so sometimes my english can be wrong.