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WPCEdit v2.1
04-10-2012, 04:57 PM
Post: #1
WPCEdit v2.1

WPCEdit 2.1, April 7, 2012.

Changes since previous version:
--------------------------------
1. Added clipboard support. Any of the 3 DMD panes pixel data may be put into clipboard.
To the right of each pixel pane is a little box which I call a title box.
Click on that title box next to the pane you want to go into clipboard.
Click on it again to turn off clipboard functionality.
You know you clicked on the right box because its text will show "Clipboard On/Off".

From then on, whatever is in that pane will be put into clipboard in ASCII form:
0 = off, 1 = dim, 2 = medium, 3 = bright.
x = xored pixel (when "Show XORed pixels" checkbox is checked)
_ = skipped pixel (when "Show Skipped pixels" checkbox is checked)

Just open your favorite text editor and use "Paste" (usually Control-V" to see what it does).


2. Improved smarts with regard to "XOR" and "Skipped" pixels. WPCEdit will remember the last
displayed image and when it's about to display the next image which contains "XOR" pixels, it
will XOR the pixel data with the previously displayed image so it displays the correct image.
This happens when "Show XORed pixels" checkbox is not checked.

Similarily, when it's about to display pixel data which contains "skipped" pixels, it will use
pixel data shown in previously displayed image to display the correct, entire image. This happens
when "Show Skipped pixels" checkbox is not checked.

Note that when you are walking through the images in reverse order, they may look goofy due to the
above logic. The game is supposed to show XOR and Skipped pixels from an image PRIOR to the current
image, not from an image AFTER the current image, so walking through the images backwards may result
in strangeness when XOR or Skipped pixels are in play.

3. Default checkbox state is "not checked" for the "Show XORed pixels" and "Show Skipped pixels" since
the graphics data is more pleasing now that it incorporates previous image and can display complete
DMD image instead of using "off" pixels for XOR and Skipped pixels.

4. Put in 2x left/right-arrow buttons to skip ahead/back by 2 graphics instead of by single graphic.
The XOR and Skipped data needs to use "previous" image that's been shown, so it needs to skip by 2 for
the dual-planed graphic images. If you single-stepped such images the XOR and SKipped pixels will
display pixel data from the wrong "previous" image. So skip ahead by 2 to see such images correctly.
It is up to you to figure out if a particular image is supposed to be bi-color or monochrome. For
monochrome images (which contain XOR/Skipped pixel data) it makes more sense to single-step through
the graphics and see the result in one of the top 2 panes (not the blended plane).

5. Put in "wipe" button to clear the "previous" frame pixel data. This button will only light up and
be clickable when it's likely to have an effect. It lights up when the current image contains xor or
skipped pixel data, and the checkboxes are unchecked (meaning the pixel panes are doing to try to
incorporate the "previous" pixel data).

6. Improved memory awareness. Previously, WPCEdit had no particular limit when display the full-frame
graphics, there is no particular way to determine the "last" graphic index so it allows non-graphic
data to be treated as graphic data which can cause it to try to read pixel data out of bounds which
leads to crash of the app. Put in lots of checks to make sure it's not about to read from memory
outside of the buffer containing the binary ROM data.


--Special thanks to Eric for giving me some motivation to improve WPCEdit in these ways.


Attached File(s)
.zip  WPCEdit21.zip (Size: 85.43 KB / Downloads: 859)
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