Download Format Label Koala 112

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Madeline Crocket

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Jul 22, 2024, 2:47:40 PM7/22/24
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download format label koala 112


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Nothing better exemplifies this than my most recent experience working with koala image files and a koala viewer program. So I'm going to deep dive on exactly what I mean by totally foreign and discuss how C64 OS will work to make the whole model more modern.

Koala was a suite of drawing technologies for a number of computer platforms in the 80s. You canread all about it on this Wikipedia article.It was developed by a company called Audio Light. The suite consists of the KoalaPad which is a drawing tablet and KoalaPainter which is an accompanying art/graphics program. The program, on a C64, works with Koala format image files. The KoalaPainter program can load existing files, which you can then edit using a wide range of tools like fills, boxes, lines, ellipses, and brushes with different patterns. Then you can save your work to disk, again in the Koala image file format.

As with any image file format, especially if the files are going to be distributed, the people who receive the image are most likely not artists with intentions of manipulating the image. They are normals like us who just want to look at the beautiful artwork that has been produced by others far more talented than we are. And so to view the image files it doesn't make sense to have to load the entire Koala graphics editing program. Not to mention the fact that theoriginal full graphics editing software likely cost money, as well it should.

Therefore, each of the common graphics formats, JPEG, PNG, GIF, etc. use different compression techniques (sometimes lossy) optimized for different general use cases. Each format sacrifices something, sometimes something that is difficult to perceive, in order to dramatically decrease the necessary storage requirements on disk. The task then of the viewer or the decoder, as they're more properly called now, is to uncompress the data on disk (or from a network) and reconstitute the full bitmap data in memory, whence the video hardware actually outputs the data to the screen.

For this reason, the design of the VIC-II chip relieves it from needing to assign one color to each and every individual pixel. The VIC-II can show a fullscreen image, and if the artist is clever, it can be hard to notice any limitations on colors per pixel, even though there very much are. But if you think about what that means, the VIC-II chip embeds a special type of compression directly into its native display modes. The VIC-II in fact, as we all know, has several display modes, which in a sense can be thought of as multiple native compression formats. Koala makes use of the format called "Multi-Color". This is not a post about the details of how multi-color is structured, but you can read all about it and see some examples here.

The point is, only around 10 kilobytes of memory is required for the VIC-II to show a fullscreencolored image. And what is saved to disk is also very close to 10K, just a few extra bytes arein a Koala image file on disk than the raw data in memory. It's not a bad compression format at all. If you convert a 10K Koala image to PNG, it becomes 20K. If you convert to GIF, it becomes14K. 10K is pretty good. It becomes apparent, especially if you send the file over to a PC or Mac that doesn't have the same colors-per-pixel limitations, that the on-disk format is essentially just a full bitmap with a rather unique compression scheme and cooresponding set of limitations.In fact, the Mac has no difficulty at all viewing Koala (and other) C64 image formats. You just need the right decoder. You can download and install a quicklook plugin with support for various C64 formats here. This plugin decompresses a Koala image essentially the same way another plugin decompresses a GIF, and converts it to raw bitmap data native to the Mac's video hardware.

And so the format of a Koala image is effectively just a dump of memory. The bitmap and color memory regions are not contiguous in a C64, however, so in a Koala image those three dumped regions are packed together, plus a few extra bytes. And that's it. On disk, a Koala image file is already in what amounts to a compressed format. So it's quick to load and small to store. But, it's better than that, because the viewer program doesn't actually need to do any work decompressing and converting the data to the native format of the video hardware. Because the video hardware interprets the on-disk compression scheme natively.2

This is very different than modern graphics formats. There are other multi-color mode image formats for the C64, you can read all about them and their technicals here. Whatis so telling is that it only takes a couple of lines to describe the difference between each ofthese formats. Because they are merely different arbitrary orders of appending together the various dumped regions of memory. Some put color memory first before bitmap memory, some after, some put the background color at the beginning, some at the end, some between the bitmap andcolor memory, etc. But large swaths of the files from two of these different formats will be exactly the same: the format of the VIC-II's multi-color mode, either bitmap or color data.

But from a viewer perspective it makes no sense. The viewer program is not the original KoalaPainter program. And who knows how big it may be or what areas of memory it may occupy, andinside the context of an OS with a memory manager it is even more obscene. But it is what it is,and this viewer program is clearly hardcoded to look for the image data starting at $6000. Here'sthe thing though, if JiffyDOS handles loading the data into memory, and the data is already formatted as expected by a native VIC-II display mode, then what is it that a Koala Viewer actually has to do?

I manually transcribed this code to a Gist, from the photographs of an ML monitor's disassembly. All the numbers are in HEX. This isn't typically the style I would usewhen writing code, and labels are not used, rather hard memory addresses are used becausethat's how the disassembler produced the output.

Next, it turns off the VIC's display. This causes the screen to blank out. I believe that'sbecause it will look cleaner to move all the graphics and color data into place while thescreen is off. And the screen can be turned back on when everything is ready to go. At thistime the border color is also set to black. The border color must not be specified by theKoala image format. That's a shame, if you ask me, it's an important part of the image. Especially if you wanted the edges of the image to blend seamlessly into the border.

Interestingly, that's all the memory that is ever copied by this program. What about the 8 kilobytes of bitmap data? Now it becomes clear to us why the Koala image format, as insaneas it seems, specifies where it should be loaded in memory. It's loaded to $6000 you'll recall.Let's dig into the VIC for a second.

What does this mean for Koala image files? Or all the other multi-color format variants? Like, Advanced Art Studio, Amica Paint, CDU-Paint, Draz Paint, etc. When reading these from disk, theyshould be read more along the lines of how C Structures are read into memory. The headers on afile are prescribed sizes. You declare a structure composed of a certain number of bytes, andyou allocate space for that structure. Then you populate the structure by loading a fixed numberof bytes from the file into the memory allocated for the structure. And then, you can access allthe properties of the struct to know more about the file contents.

All of these image formats, (20 of them hires and multi-color, not counting the interlaced and more advanced formats) they all just assume the image is exactly 320x200. And thatnothing whatsoever will appear on the screen at the same time as the image.

Storing data in a format native to the VIC-II is fine. But, what about images that are biggerthan the 320x200? What about images that are smaller? Smaller images make a lot of sense to me,especially if you've got a background scene, say, already loaded, and you want to load in a smallrectangular area to overlay on top of the scene. I can imagine tonnes of uses for this in games,or animation sequences or presentation software. Or even just to overlay some UI controls on topof a bitmapped image. Instead of having no UI, but to slap the space bar, in C64 OS the mousewill be active, what about being able to load in a "close" X, or back and forward arrows anddisplay them on the bitmap screen? They could be loaded directly from disk when you want to showthem. The possibilities are endless.

A more modern C64 image format doesn't need to abandon the idea that the data is in aVIC-II friendly format. But what it should have is a standard header that can be loaded first intoa struct somewhere. That could specify the dimensions of the image data in 8x8 cells, the data format (hires or multi-color), and the offset into the file for the color and bitmaps sections.It could even specify where on the screen it ought to display, if that made sense. But it wouldn'tdo that with hardcoded memory addresses, but instead with offsets from a virtual top left corner.

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This gives me the weekday first in english and then in my language, so I know I got that part right. Then I import my data from excel to get my dataframe (time series). Then I use the following to format the x-axis depending on the zoom level:

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