Well, one can use this PC tool to create tip animations for the A8. Simply download a GIF, FLI, FLC ani (or a SHORT avi movie), extract all frames, convert the frames into tip pics with the Tipconv by Tristesse and finally convert all the tip pics into a tip animation which can be played on the real A8 or the emulator... -Andreas Koch
1. Choose a video to convert. It can be movie in any format (i.e. animated GIF). Sure, you can convert only very short video clips, 8-bit Atari has no enough memory for long movies (even expanded Atari with 1MB).
2. Use any PC tool to extract frames from movie. Usually you can't use all frames, so select frames which are giving you video clip smooth enough (or covering your source movie - it's up to you).
3. Convert all selected frames into pics in TIP format. Use "TIPconv" by Epi:
I only have Win XP on my internet PC, so I cannot comment on other operating systems. To use TIP Animator do the following:
1) in WIN XP gto the command prompt; there goto the tip animator folder
2) start tip animator like this (or simply use a batch file):
tipanm29 1 10 max delay7
which will "convert" 10 tip frames into a tip animation for 128k machines. If the animation is short enough, tip-animator will display some info to generate a file for 64k machines, simply type in this info, e.g.
tipanm29 1 10 onedic+exo prg$0700 dic$27af delay7
and tip-animator will create an exomizer packed file for 64k machines.
3) if the animation has flicker, you may alternatively try tip animator 2xb, which will only run on 128k and 128k+ machines (no 64k version, sorry). it works almost the same as tip animator 2.9 except that there is no 64k version (and thus no onedic+exo... stuff). Alas tip animator 2xb, while producing flicker-free animations has a bug, when starting the animation for the first time you will (most of the time) see some garbage, luckily as soon as the animation re-starts, this garbage is gone... think we have to live with that, because I once contacted TeBe and he said, that he does not know how to solve this bug...
Attached you will find my tip animator archive (with some batch files included, they assume you have the tip frames in the same folder as tip animator and tip-conv)...
-Andreas Koch.
P.S.: tipconv requires Java (and *.JAR associated with Java)...
the "Buzzed" animation by Rocky does not work on a real A8 !!! - Thats why I converted it again and a) used a smaller animation with tip-animator 2xb (flicker free) and b) a longer animation with 450 frames and tip animator 2.9. You can find these two new versions at atari-age forum, simply search for "tip animator" there and goto the last page...
atari thanks online.pl Friends! this is my first attempt to tip animator, maybe not much but I did for all of you, it cost me because my language translation to change certain words, but I did, thanks, here's a demonstration:
Oki, te filmiki na youtubie są w tej wersji bez DB.
Przeglądałem źródła i widzę w nich walkę o każdy cykl. A z drugiej strony większość czasu DLINT spędzana jest na Wsyncach. Wykorzystanie tego czasu to by było nie lada wyzwanie :)))))))))))))
Np. standardowe dla dlint:
pha txa pha tya pha
zajmuje 10 cykli.
A w tipanimatorze jest sta zp stx zp sty zp.
Co daje 9 cykli.
A ja proponuję jeszcze:
pha stx sty
Co daje 8 cykli :))))))))))))))) [ edit: pomyłka, pha zajmuje 3 cykle ]
Jednak to wszystko niewiele daje, bo to się wykonuje raz na ramkę.
A w pozostałym czasie procesorek przerzuca kilobajty danych w rozwiniętych pętlach...
Jak napisałem - wyzwanie, - wykorzystać przerwanie dli jako blitter :). Można by przepisać ze 6 linii pionowych :), o ile taka potrzeba by była.
@tebe, broń Boże tego nie optymalizuj, lepiej i ciekawiej rozwijać G2F :))))))))) Aby rysowało się lepiej. Wszystkim.
pha przypadkiem nie zajmuje 3 cykli? :) A co do wsynca to jest błogosławieństwem i przekleństwem. Łatwo się go używa do synchronizacji. A często się go nadużywa tracąc dużo cykli. Komodziarze go nie mają i podczas otwierania borderów potrafią jeszcze coś tam wcisnąć w lini :)
It could be theroretically, but the fps would be very slow (4-5 fps). Now tipanimator works as quickly as possible. The sound has to be in sync with the picture, so fps would be set to the lowest - but always achiewed.
The movie above is black and white, so no processing during dli interrupts. It leaves more time to raw cpu time, not disturbed by dliints. Then the sound is possible.
Believe me or not, swapping 8 kb frame by frame in worst case is very time-consuming. With sound you get the slideshow. 4-5 fps is minimum to me the animation smooth enough IMO.
today some bug-fix information was spread via atari-age forum by JAC:
"Hi there,
Charlie Chaplin sent me a bunch an TIP animation a while ago (Dec. 2012, huh,... )and mentioned some of them showed garbage during the first iteration of the animation for some unknown reason. Today I found his mail on my todolist (yes, it's looooog) and had a look. The reason for the garbage is that the bank counter variable is not initialized explictly before the animation starts. Due to some memory copying that takes place before this, the value of $8d may or may not be zero at the start (depending on the individual animation). Once the animation reaches the first data in the 2nd bank, the value is updated and everything is fine after this.
So maybe tebe can add "mva #0 bank" to the begin of "tipanm_engine.asm" to fix this.
Because hardly anybody would re-encode the existing animations (well maybe except Andreas with his endless passion and patience;-) ), here also a small fix for the existing ones:
- Copy the .xex file - Append the following bytes to the and of the file using a hex editor or your favourite DOS: $8d $00 $8d $00 $00.
This works for the version the I've seen. Older versions might have a different value then $8d for the bank counter."