Thisweb map was created using a custom rendering engine, with help from several excellent open source software and data packages. The underlying geometry for map features such as roads & parks comes from OpenStreetMap, by contributors, CC-BY-SA. The snazzy pixel fonts are by the artist Miffies (some have been modified). The map graphics are assembled in Python: for each 16x16 pixel tile, a series of spatial tests are performed via SQL/PostGIS. Based on the results (what's here: a road, a park, a lake?), the appropriate bitmap tile is selected. The bitmaps are then tesselated into larger 256x256 pixel tiles, and served to your browser.
The 8-Bit Cities project, which started with 8-Bit NYC, is an attempt to make the city feel foreign yet familiar, smashing together two culturally common models of space: the lo-fi overhead world maps of 1980s role-playing and adventure games, and the geographically accurate data that drives today's web maps and GPS navigation. I hope to evoke the same urge for exploration, abstract sense of scale, and perhaps most importantly unbounded excitement that many of us remember experiencing on the Nintendo Entertainment System, the Commodore 64, or any other number of 8-bit microcomputers. Maps offer us visual architectures of the world, encouraging us to think about and interact with space in particularly constrained ways. Take some time to think about your surroundings a little differently. Set out on a quest. Be an adventurer.
The reason displacement maps should have a higher bit depth, is just because they represent values, not colors. They are not meant to be visualized (thought you can), but to be used in further calculations; i.e. to displace a surface by some amount.
You can use grayscale 16bits per channels images . Or you can save a 16bits RGBA image , and it will be automatically converted to grayscale by blender when used for displacement .
Using grayscale image will save you some disc space and also some memory.
I have been trying to convert 8bit binary to 8bit BCD. The circuit I have been working on is below:
I built a 4bit binary to 5bit BCD converter using a similar truth table like the one here:
Do I need a bigger truth table if I am going to design an 8bit binary to 8bit BCD converter? Also, are there any other ways I can create the converter circuit? Your help is much appreciated.
I'll suggest the more obvious of the two ideas that came to mind. If you haven't already done so, take a look at the double dabble algorithm for conversion. I'll use it as the basis for the following schematics (there are two.)
Please do note that the output is 10-bit (or 12-bit if you don't mind going there.) But not 8-bit. (At least 10 bits are required for full conversion.) If you don't need the hundreds, then throw away those you don't need.
Google Maps premiered a brand new beta functionality today that allows you to search areas and map out directions in 8-bit. Although in Beta, it shows some seriously geeky promise and is probably the coolest thing any travel/map website has done to date!
When you enter into the beta, the world comes up in brilliant, 8-bit glory. If you look at the United States, for instance, mountain ranges are brought up as little peaks and major forests appear as the cute little trees reminiscent of the first Final Fantasy. The colors are classic and even the little street view icon looks like an old-school, 8-bit warrior.
With 8 bit color depth there are 256 colors. With 24 bit color depth there are 16,777,216 colors. Is there a direct mapping between every color in the 8 bit space to a color in the 24 bit space? I would think the answer to this question is yes, but the comments to this answer suggest the mapping is only an approximation.
After doing some more research I have realized that when "X colors" (X being some number like 256, 16,777,216, etc.) are referred to that those colors can be just about anything. There is not a predefined set of 256 colors that are "the" 256 colors, though there are (as several have already mentioned) predefined sets of 256 colors that are "the" 256 colors for a specific implementation. I was also able to find a GIMP .gpl palette file on my organizations wiki that specified the 256 colors I am concerned with, so I can just copy the values out of there.
The practical answer is probably yes. Having said that, it's really a hardware dependant thing. @Marc B is close to correct (probably close enough for most people) but the real answer is it depends, it depends on the hardware, and it wont be exact from (hardware)implementation to implementation, but it will likely be exact enough for most people.
With this method you don't need to devote an even number of bits to each channel, you can use an arbitrary number of levels for each. You can get a more even distribution, but you don't get to use all 256 colors. One common arrangement is 6/7/6 for 252 colors:
I'm currently working with different display hardware and I've run into the problem of converting a channel with m bits to one with n bits, where m That maps quite well (you might want to apply rounding for values that are not all 1s) and round-trips (you can convert less than 8 bits to 8 bits, convert back and the result is the same as the original value).
I currently have an 8-bit .tif and .png that I am using both with a displacement modifier, and a displacement map (to recover detail without needing more subdivisions). However, I am getting a "stepped" effect seen here:
I am usingzbrush multimap export plugin.
I see that normal maps should be 8 bit,this is what the window suggests when I click export options.
Is it wrong making normal maps 16 or 32 bit ?
Thank you.
How to avoid compression and get a 16 bit normal map. I have tried many methods described on the Internet, but I can not avoid the normal map compression, which compresses everything to 8 bit, or 8 bit + dithering when I need 16 bit for smooth surfaces of cars. I really need it if the built-in functionality does not allow this, then I need a person who can help me with this
it works you just need to remap the values of the normalmap. the bitmap (bmp,tga, etc) has the normal information stored from 0 to 1, you need to remap that from -1 to 1. thats how unreal works with normalmaps. you can do that with a lerp per channel from -1 to 1 or a multiply (2) and a subtract (1). there are also remapping nodes already available.
In 1994 I wrote an article called "Temple of Apshai: A Classic Graphical Adventure." I had mapped the first four levels of the temple while playing the Atari 8-Bit version of the game. I included the first three levels of the map in the article. Recently I brushed the dust off this article and it can now be read online, here:
Temple of Apshai: A Classic Graphical Adventure
After re-reading my Temple of Apshai article I wanted to play the game again. What I REALLY wanted to do was to map the levels using an emulator. I decided to play the Commodore 64 version using the Vice emulator, since my first experience with the series was on this system in the mid-eighties. Having played the C64 version and the Atari 8-bit versions of the trilogy in detail, I can say with confidence that they are nearly identical as far as gameplay goes.
Here is the map that I made of The Temple of Apshai, Level 1:
As you can see, I also went through the trouble of numbering each room so that it can be matched with the description of the room that is found in the Temple of Apshai manual. For instance, here is the manual's description of the first room that you enter:
Room One - The smooth stonework of the passageway floor shows that advanced methods were used in its creation. A skeleton sprawls on the floor just inside the door, a bony hand, still clutching a rusty dagger, outstretched toward the door to safety. A faint roaring sound can be heard from the far end of the passage.
The first level of the Temple of Apshai has 56 rooms. I entered each room and made a screenshot. Then, using LOTS of patience, I combined the 56 screenshots and came up with this ultimate map of the level! Along the way I found a few errors that I corrected from the original map drawn on my Amiga computer back in 1994.
I was going to make more of these maps, but it took so long to make this one that I don't think that I'll make any more of them. Still, it was a fun exercise and it made playing the game quite fascinating, as I had to visit each area at least once.
I looked for other maps of the Temple of Apshai created using emulators before I started this map but I never found any. In fact, I couldn't find any other maps at all, except for the ones that I made myself. Are there any other maps of The Temple of Apshai around that I can take a look at?
This Apshai map thread has become quite long over the years. I wanted to add some more maps to it, so I decided to refresh my memory by reading through it all. Wow; what a chore. I started a few days ago and I'm still not completely done!
To make reading this entire thread easier, I've added links to posting in it so that you can find what you're looking for quickly. I want to give a special thanks to Albert for allowing me to edit this first post so that I could add these links here so that people could find them easier. If I add more maps, then I plan to also place links to them here.
The original Apshai maps that I posted here were for the Commodore 64. These maps were created first because I was most familiar with that version of The Temple of Apshai Trilogy. Luckily, I came to my senses and played and mapped the Atari 8-bit version of the game. After all, this is Atari forum, right?
nice, Apshai for the 8bit was a fav of mine back in the day, i have the cart now, and still play it on occasion... along with AutoDuel, and Seven Cities of Gold (still disk for them), and been playing alot of kaboom!
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