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Old 23 May 2017, 20:11   #61
idrougge
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Thank you for that insight, Sheryl.

It's hard to think that GraphiCraft was once considered state-of-the-art. Did you have any input on its development, and did you use other graphics programs afterwards?
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Old 26 May 2017, 12:41   #62
KONEY
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Thanks Sheryl for stopping by and share your story. Your drawing is branded deep in our hearts
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Old 26 May 2017, 22:32   #63
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Interesting thread and a great out come it's amazing how something can bring back some great memories of setting up and turning on the amiga for the first time Thanks Sherly
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Old 27 May 2017, 07:02   #64
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Yes - believe it or not I love this iconic hand.
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Old 19 April 2019, 11:19   #65
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Quote:
Originally Posted by thor View Post
You also have to keep in mind how it's drawn. It's basically constructed from graphics.library's Move(), Draw() and Flood() functions with only Amiga (twice), Work, bench and V 1.3 being single color bitmaps. So you only draw some lines and fill areas, which is obviously artistically limiting. A 4 color bitmap of this size would have been bigger than this.
I can confirm that the image is drawn using the blitter’s line mode, rather than saved as a bitmap... this doesn’t match up with what Sheryl is saying.
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Old 19 April 2019, 14:45   #66
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I can confirm that the image is drawn using the blitter’s line mode, rather than saved as a bitmap... this doesn’t match up with what Sheryl is saying.
Using the bitter's line mode probably qualifies as being "coded" in by programmers:

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Originally Posted by SKnowles View Post
Two: We had no way to save our art work. So once designed, it had to go straight to the programmers to be coded in.
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Old 19 April 2019, 16:17   #67
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Using the bitter's line mode probably qualifies as being "coded" in by programmers:
I feel for the guys trying to turn the pixel art into line draw code!
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Old 20 April 2019, 14:08   #68
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Using the bitter's line mode probably qualifies as being "coded" in by programmers:
Yes and in bitmap based stuff such as icons and window decoration, coded in would just mean incbining the bitmap into the code.

Hardly coding to a coder, but definitely coding to a non-coder.
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Old 21 April 2019, 13:09   #69
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Even to a non coder, surely incbinning isn't coding.
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Old 21 April 2019, 13:19   #70
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I think that does exactly mean what she said.
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Old 21 April 2019, 13:40   #71
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Even to a non coder, surely incbinning isn't coding.
No, seriously, it is. Oftentimes normal people just use words in a broad sense without the laser point precision that some of us people would prefer. And it's totally fine.

It's actually quite liberating to stop nitpicking on people's words, deliberately misunderstanding stuff just because it was "said wrong", and just receive the intended message based on the context.
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Old 21 April 2019, 13:44   #72
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It would be liberating, but when people do things like call a PC a "hard drive", it simply can't be ignored!
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Old 21 April 2019, 13:50   #73
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but when people do things like call a PC a "hard drive", it simply can't be ignored!
Sure it is, it's quite easy not to behave like a bitter old man.
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Old 21 April 2019, 13:52   #74
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It would be liberating, but when people do things like call a PC a "hard drive", it simply can't be ignored!
You can, just chuckle in kind humour and go on with your life. They are good at something else in life, you are good at distinguishing a PC case from a hard drive.
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Old 21 April 2019, 15:20   #75
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I always wondered why this image seemed so hastily drawn and rushed, considering how it is literally an image every Amiga user will see thousands of times. I used to think "why haven't they spent more time on it" and "why haven't they filled in some of the holes in the black lines?" "Why have they rushed it?"

I can now appreciate just how primitive the tools were back then. Funnily enough, I now wouldn't change a single pixel.
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Old 21 April 2019, 19:00   #76
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I can now appreciate just how primitive the tools were back then. Funnily enough, I now wouldn't change a single pixel.
After I heard the story from Sheryl, I sort of became intrigued about what the original art looked like.

Even more intriguing if it was like that 1:1 before it was redone algorithmically. Raises those same questions of why the white pixel there and such. :-D
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Old 17 May 2020, 12:14   #77
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I'm a bit late to the party here, but I just found out two days ago that this was drawn using coordinates, lines, and fills. It explains a lot. I've always loved the picture and have the KS1.2 image on a mug right in front of me now.

I had to write a program to see it in action, so I wrote one in AMOS and here it is, drawing slowly from the HEX values in the ROM, so you can see what's going on.

[ Show youtube player ]

As Jope mentioned, I'd love to see the original version before it was converted into lines. Has anyone seen it, or knows if it still exists?
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Old 17 May 2020, 12:19   #78
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I had to write a program to see it in action, so I wrote one in AMOS and here it is...

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Old 17 May 2020, 20:50   #79
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Quote:
Originally Posted by necronom View Post
I had to write a program to see it in action, so I wrote one in AMOS and here it is, drawing slowly from the HEX values in the ROM, so you can see what's going on.
I followed your link to the stackexchange page with the data and implemented it in SpecBAS, then rendered it to 1920x1080. It's using the same coordinates, just scaled up - and it doesn't look half bad

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Old 18 May 2020, 15:19   #80
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I've always loved the picture and have the KS1.2 image on a mug right in front of me now.
... I didn't know I needed such a mug, but I need such a mug.
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