Koala pics on the 128

Started by Brendon, November 27, 2006, 08:08 PM

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Brendon

Does anyone know what format a Koala pic has to be in to be used on the 128?

I have a loader/decoder for the C64 but I'm not sure where it needs to be loaded on the 128.

There is the 8000 bytes of graphic memory, which goes at 8192, the 1000 bytes of low colour memory and the 1000
bytes of high colour memory.

Ages back there was an Ahoy! article (which I still have) that supposedly described how to load these images to display on the 128 but it is/was incorrect.

Any ideas ?

Brendon

OzOne

Hi Brendon,


Quote from: BrendonDoes anyone know what format a Koala pic has to be in to be used on the 128?

I have a loader/decoder for the C64 but I'm not sure where it needs to be loaded on the 128.

There is the 8000 bytes of graphic memory, which goes at 8192, the 1000 bytes of low colour memory and the 1000
bytes of high colour memory.

Ages back there was an Ahoy! article (which I still have) that supposedly described how to load these images to display on the 128 but it is/was incorrect.

Any ideas ?

Brendon
Try this :

10 GRAPHIC 3,1                   :REM  MULTICOLOR GRAPHIC MODE
20 A=PEEK(1): B=PEEK(216)        :REM  SAVE THESE
30 POKE 216,255                  :REM  TELL IRQ TO GIVE US VIC CONTROL
40 POKE 1, A AND 252             :REM  SELECT PROCESSOR NYBBLE BANK
50 BLOAD "PIC.BM",P(DEC("2000")) :REM  LOAD BIT MAP
60 BLOAD "PIC.VM",P(DEC("1C00")) :REM  LOAD COLORS 01 AND 10
70 BLOAD "PIC.CN",P(DEC("D800")) :REM  LOAD COLORS 11
80 POKE 1,A                      :REM  RESTORE SYSTEM NYBBLE BANK
90 POKE 216,B                    :REM  RESTORE SYSTEM VIC CONTROL

Oz

Brendon

Well, it works, but..... I still need to know how you actually transfer an image into the three files mentioned in the last post (preferably a Basic snip).

Brendon

BillBuckels

Quote from: OzOneTry this :

10 GRAPHIC 3,1                   :REM  MULTICOLOR GRAPHIC MODE
20 A=PEEK(1): B=PEEK(216)        :REM  SAVE THESE
30 POKE 216,255                  :REM  TELL IRQ TO GIVE US VIC CONTROL
40 POKE 1, A AND 252             :REM  SELECT PROCESSOR NYBBLE BANK
50 BLOAD "PIC.BM",P(DEC("2000")) :REM  LOAD BIT MAP
60 BLOAD "PIC.VM",P(DEC("1C00")) :REM  LOAD COLORS 01 AND 10
70 BLOAD "PIC.CN",P(DEC("D800")) :REM  LOAD COLORS 11
80 POKE 1,A                      :REM  RESTORE SYSTEM NYBBLE BANK
90 POKE 216,B                    :REM  RESTORE SYSTEM VIC CONTROL

Oz
Thanks Oz. This was very helpful. I just completed adding C64 image support to a legacy graphics utility that I distribute called ClipShop available for download at //www.clipshop.ca

I was inspired by your post and I added a Split Commodore Image menu option which will split a number of C64 image formats including Koala into Bitmap, Videoram, and if a Multi-Color format image,  a bloadable Colorram as well.

I authored an article on Wikipedia on BSave Graphics Image Formats at http://en.wikipedia.org/wiki/BSAVE_(graphics_image_format)

I would like you to proof-read the text on the C128 if you get a chance and make sure that I haven't missed something.

airship

Nice article, Bill. I learned a LOT. I had no idea there was so much similarity among the graphics formats for early MS-DOS, Apple II, and C128.

My only comment: couldn't you argue that the C64 had a version of the BLOAD command with the ',1' option, i.e. LOAD"filename",8,1 ? (There's no BSAVE equivalent for the C64, of course, without using a machine code monitor.)

While looking into this, I learned something new about the C64 SAVE command: It has a final ',1' option, too, but it's only good for saving to tape and it has nothing to do with where your saved source comes from. What it does is instruct the SAVE to add an 'end-of-tape marker' after the save is done. Interesting, huh?
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BillBuckels

Quote from: airshipNice article, Bill. I learned a LOT. I had no idea there was so much similarity among the graphics formats for early MS-DOS, Apple II, and C128.

My only comment: couldn't you argue that the C64 had a version of the BLOAD command with the ',1' option, i.e. LOAD"filename",8,1 ? (There's no BSAVE equivalent for the C64, of course, without using a machine code monitor.)

While looking into this, I learned something new about the C64 SAVE command: It has a final ',1' option, too, but it's only good for saving to tape and it has nothing to do with where your saved source comes from. What it does is instruct the SAVE to add an 'end-of-tape marker' after the save is done. Interesting, huh?
Hi Mark,

Yes, you are right that I should have provided more on the C64. I am writing from a Windows stance these days, and have a tendency to a Microsoft bias which spills over into these sorts of things. Gotta watch that!

Do you use Vice? Would you mind writing and testing a BASIC 2 loader for a C64 graphics image similar to what I have done then  post the code or forward it. It would save me the work... and I will modify the article with your code. Alternately you can modify the wiki article yourself, and I know you are qualified:)

Visit //www.clipshop.ca and download my ClipShop application for sample images, vice scripts and so forth if you are so inclined.

If you decide not to indulge me in my laziness, I will perfectly understand and I will put this on my list instead of yours.

Great to hear from you.

Bill

//www.aboutus.org/User:Bill_Buckels