zodttd
Solving your premature emulation since the Tapwave
Heh thanks DaveC. ...I was just joking around anyways.
Hi everyone,
Glad the feedback has been so positive for TTD2X. Only DaveC said otherwise, so I call it a perfect release.
I think it is a great job. I just think it is a bit awkward on this device to play. To give positive feedback, I will say that you did a fine job of squeezing it in the Gp2X though. Good work
Fine, and you try and read the text then.Hi everyone,
Glad the feedback has been so positive for TTD2X. Only DaveC said otherwise, so I call it a perfect release.
I think it is a great job. I just think it is a bit awkward on this device to play. To give positive feedback, I will say that you did a fine job of squeezing it in the Gp2X though. Good work
I agree, I don't mean to sound like a douchebag or anything, but although the SDL zooming thing is a good idea, I find it pretty awkward, and I thought that you would have scaled the whole thing to 320x240 in a smooth anti-aliased way. I think you can obtain something pretty good by averaging a square of 4 pixels into one pixel, and have something usable, much more usable than when it's un-antialiased.
Maybe you could try that and make it conditional, like, it would only be turned on when it would be zoomed out to the fullest. I think it would be pretty neat.
Fine, and you try and read the text then.Hi everyone,
Glad the feedback has been so positive for TTD2X. Only DaveC said otherwise, so I call it a perfect release.
I think it is a great job. I just think it is a bit awkward on this device to play. To give positive feedback, I will say that you did a fine job of squeezing it in the Gp2X though. Good work
I agree, I don't mean to sound like a douchebag or anything, but although the SDL zooming thing is a good idea, I find it pretty awkward, and I thought that you would have scaled the whole thing to 320x240 in a smooth anti-aliased way. I think you can obtain something pretty good by averaging a square of 4 pixels into one pixel, and have something usable, much more usable than when it's un-antialiased.
Maybe you could try that and make it conditional, like, it would only be turned on when it would be zoomed out to the fullest. I think it would be pretty neat.
It'll be better yet than the way it is now when zoomed out to the fullest
It'll be better yet than the way it is now when zoomed out to the fullest
There is not much you can do. When you take an image and take 3/4 of the information away it will have issues. There is no magic trick. Anti-aliasing would just take the already hard to read image and make it blurry. It would be even worse. It is just math you can't really cheat it.
I thought it was an GP2X Problem with the missing fonts because I never had such bugs in the PC Version ( often I read readme's )Oh, and about the "?" issue with German fonts:
From OpenTTD.org:
"
We are getting a lot of questions about bad fonts, only '?' characters for non-latin languages, etc. We would clearly like to state to READ the readme bundled with the game, section '9. Troubleshooting', or online here.
To state this here shortly: you need to specify a font in openttd.cfg in the small_font/medium_font and large_font sections to get proper characters for Japanese, Russian, etc. Some languages have sprite-versions of the fonts available, you can put that in the [newgrf-static] section of the cfg file.
Completely unrelated, but Release Candidate 4 has a bug that it starts up in russian for the first time. The solution is to either try to find your way through all the '?'-s and change the language, delete russian.lng file or set 'language=english.lng' in the config file.
"
Zottd: I finally got around to getting the game installed right and played with it for quite a while.. Amazing job!!!
Zeladin's suggestions a few posts up are very good, if any of them are possible it would make things even easier, especially a button for rotation through the available road and rail tiles.
A_SN: that screenshot comparison is very impressive, I had no idea it was possible to scale quite that smooth. I can seriously read all the text on the right side.
A_SN: What type of filter is used to get the effect on the right side? If you can provide some sample code or the type of routine used, I will give it a shot!
void scale_down(uint8_t *image, uint8_t *screen)
{
uint16_t iy, ix;
uint8_t ic;
for (iy=0; iy<240; iy++)
for (ix=0; ix<320; ix++)
for (ic=0; ic<3; ic++)
{
//screen[(iy*320 + ix) * 4 + ic] = image[(((iy*2)+0)*640 + ((ix*2)+0)) * 4 + ic]; <<no anti-aliasing
screen[(iy*320 + ix) * 4 + ic] = (image[(((iy*2)+0)*640 + ((ix*2)+0)) * 4 + ic] + image[(((iy*2)+1)*640 + ((ix*2)+0)) * 4 + ic] + image[(((iy*2)+0)*640 + ((ix*2)+1)) * 4 + ic] + image[(((iy*2)+1)*640 + ((ix*2)+1)) * 4 + ic])>>2;
}
}
I'm not using SDL, so let me explain what it does. The first argument is the original 640x480 image in 32-bit RGBA, the second is the 320x240 screen in the same format. It goes through every output pixel and computes them, which coordinates are indicated by IY and IX, and it takes from the image 4 pixels indicated by :
IY*2,IX*2
IY*2,IX*2+1
IY*2+1,IX*2
IY*2+1,IX*2+1
sums up all of their values for each channel and divides by 4 (or shifts right by 2). Pretty fast and straightforward.
You might also want to apply some gamma correction to the final image
You might also want to apply some gamma correction to the final image
No. Original image, Image obtained with my algorithm
They both looks as bright. As for your example, I don't know what you did wrong.
Yes, your second image looks washed out, it's really easy to see.
Yes, your second image looks washed out, it's really easy to see.
No it's not, I don't even see why it should be. Stop seeing issues where there's none