12 November 2011, 03:21 | #1 |
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Raw images
Are there any painting programs that can read raw files? *.rw
I have tried ImageFX and DP5 with no luck. Thanks Volt. |
12 November 2011, 09:16 | #2 |
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Raw graphics data is just that, the raw graphics data only.
No details about the height, width, depth or colourmap of the graphics is contained in the data so there is no way for a paint program to know what those should be. |
12 November 2011, 11:35 | #3 |
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As PMC noted, no program knows by itself image size and color depth of a RAW file, because they are a simple stream of bytes.
You should input these data into ImageFX upon opening the file (provided ImageFX supports opening RAW files - which I don't know). I use PicCon or ImageStudio for such a task. How can you tell image size and resolution of a RAW file? Well, you can deduce them from the size of the file, provided some knowledge of the Amiga video modes, it's just some math involved. If you hand the file, I can try :-) |
12 November 2011, 11:46 | #4 |
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jman: that's true to some extent - you can certainly make guesses at the height, width and depth of an image from its size but you can't work it out for certain.
For example: is a raw file that is 20480 bytes two bitplanes worth of 256 40 bytes wide lines or is it one bitplane's worth of 256 80 bytes wide lines? The answer is: you don't know without guessing. You could try at least making educated guesses by looking at the code that works with the data as well as looking at the data size and seeing if you can work out the dimensions from that though I suppose... |
12 November 2011, 14:09 | #5 |
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You can use ArtPro or other tool to convert
If you look at project.Sprites some people are good at guessing |
12 November 2011, 20:33 | #6 |
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Thanks a lot for you answers. So what I understand. You make an image in IFF fx. and then convert it to raw via PicCon.
Volt. |
12 November 2011, 20:37 | #7 |
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Yeah, make your graphics file for example in DPaint or wherever and convert it with PicCon or Kefrens IFF Converter or any other IFF to raw converter and then you can include that raw data in your sources.
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12 November 2011, 22:50 | #8 |
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... and to stop people ripping the raw data you can encrypt the data before including it in your program and include a small decrypt routine too. Though users of emulators can rip graphics quite easily, images larger than 1 screen are harder to rip.
The images (and text) in my upcoming demo are now encrypted (as of this week). If anyone is going to rip graphics from me (or anyone that created them for me) they will have to work for it! Regards, Lonewolf10 |
12 November 2011, 23:30 | #9 |
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I can sorta see that as being interesting to do, but is it really worth it? I can't see many people robbing Amiga graphics these days
Maybe that's just me |
12 November 2011, 23:45 | #10 |
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I believe PPaint has a raw image saver...
http://aminet.net/biz/cloan/PPaint.lha @Lonewolf10 Encrypting data is a waste of time unless you are just compressing it and calling it encrypted. You could spend days figuring out ways to protect your gfx data and there would be guys on here that could rip it in 1/2 hour easy. If you really want to "protect it" then don't make it a challenge. Make it available for anyone to use and no one will use it. That's the state of the Amiga :/. |
12 November 2011, 23:48 | #11 | |
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You have to waste your time encrypting the data, waste your demo's raster time decrypting it and, assuming that your demo decrypts the data prior to using it, isn't it then sitting in memory decrypted ready to be ripped anyway? And I totally agree with matthey - putting out a statement like: "all data is encrypted so you can't rip it" normally means that someone *will* rip it just to show that they can. |
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13 November 2011, 01:09 | #12 |
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Yes, and don't forget to generate also a palette file. A palette file will be included in your source code (assuming you need a RAW image for programming purposes) and will give proper colours to the various bitplanes composing your image.
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13 November 2011, 10:15 | #13 | ||
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Exactly! |
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13 November 2011, 15:05 | #14 |
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Encryption for an Amiga demo? What a waste of time. It's not as if your livelihood depends on it
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13 November 2011, 15:20 | #15 |
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Thanks for answering my question
Yet another question. How is the order of colors in an image. Will the first color in the paint program also be the first color when making a palette in ASM? How do I make a custom sized image file in DP5? I need an image at resolution 320*70. It seems I can only save files in standard resolutions or am I wrong there? Volt. Last edited by VoltureX; 13 November 2011 at 17:36. |
14 November 2011, 00:19 | #16 | ||||
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So you've never made any demo's with encrypted music or images? Regards, Lonewolf10 |
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14 November 2011, 00:32 | #17 |
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@Lonewolf10: If you feel more comfortable using encryption in your upcoming demo then, of course, that is your prerogative, but please don't let this escalate into a heated argument. The other coders here are only giving you their advice based on their experience.
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14 November 2011, 00:43 | #18 |
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I guess you could argue the same about compressing your demos - that it's useless because everyone has large harddrives today, but everyone still does it.
I think it's a cool idea and exercise, and nothing to bash him about. Hope you come up with some clever way of encrypting your graphics. |
14 November 2011, 08:22 | #19 | ||||
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1. Sometimes you need to get your demo in under 64Kb to enter the compo and 2. Decrunch colours are cool |
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14 November 2011, 08:50 | #20 | |||||
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Which is not very hard since you have to access the encrypted data in one way or another. Quote:
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Can nothing but agree! |
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