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#!/usr/bin/perl -w
use bytes;
use Image::Magick;
use Data::Dumper;
my $img = new Image::Magick;
$img->read("newtitle.png");
@pixels = $img->GetPixels(
width => 256,
height => 184,
x => 0,
y => 0,
map => 'G',
);
#print Dumper \@pixels;
#print "got " . @pixels . " pixels\n";
for $y (0..183) {
for $b (0..31) {
my $byte = 0;
for($x = 0; $x < 8; $x++) {
$byte <<= 1;
$byte |= ($pixels[$y * 256 + $b * 8 + $x] > 0);
}
push @bytes, $byte;
}
}
# we got over 4K of data, so the display list will have to
# have an LMS for the 2nd half. Since we're using narrow
# playfield mode, we don't have to leave a hole in the data,
# just make sure it gets loaded to an address aligned to a
# 32-byte boundary. It's getting loaded at $9000 so it can
# stay in memory while the rest of the game loads.
$load = 0x9000;
$len = scalar @bytes;
$end = $load + $len - 1;
print chr(0xff), chr(0xff);
print chr($load % 256);
print chr(int($load / 256));
print chr($end % 256);
print chr(int($end / 256));
print chr($_) for @bytes;
#print scalar @bytes;
#for $y (0..183) {
# for $b (0..31) {
# my $data = sprintf "%08b", $bytes[$y * 32 + $b];
# $data =~ s,0, ,g;
# $data =~ s,1,X,g;
# print $data;
# }
# print "\n";
#}
# we might try a crude form of RLE, but not right now
#$run = 0;
#for(@bytes) {
# if($_ == 0) {
# $run++;
# } else {
# if($run > 1) {
# print "run of $run 0 bytes\n";
# $total += $run;
# }
# $run = 0;
# }
#}
#
#print "total $total\n";
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