Any matlab user interested in testing a new screen 2 converter able to place sprites automatically ?

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By geijoenr

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20-06-2020, 15:09

It doesn't work in octave; the rgb2ind function has the same name in Octave but the interface is different than in MATLAB.

By Sepulep

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20-06-2020, 15:39

nice - there is a thread (well probably more) on rgb to screen 2 conversion (here ), and this nicely complements that..though I think if you convert it to python it will be easier to use (and maybe also be gimp plugin - see the python version of the rgb->screen 2 converter, this tool)

By ARTRAG

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20-06-2020, 20:15

I can only add an executable version in Github
You will need matlab runtime library to execute it (it is free but huge)
EXE added
https://github.com/artrag/Screen-2-converter-with-sprite-ove...

By geijoenr

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21-06-2020, 22:24

oh, there is also a runtime for Linux. I am going to give it a try.

By geijoenr

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21-06-2020, 23:58

In the meantime I sort-of got the octave version working by converting the input image to the right palette using gimp.

The result is quite impressive!
Really good tool ARTRAG!

By geijoenr

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22-06-2020, 00:08

That image was quite challenging to convert to sc2 due to the bad alignment of the tiles in the body of the church; using an sprite overlay looks almost perfect.

original image for reference:

By Grauw

Ascended (10706)

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22-06-2020, 01:38

Looks nice. Can you not remove a few pixels from the trees to the right to avoid the bleed on the building? Assuming you’re all out of sprites… Nobody’s going to notice Smile.

By ARTRAG

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22-06-2020, 10:08

geijoenr wrote:

In the meantime I sort-of got the octave version working by converting the input image to the right palette using gimp.

The result is quite impressive!
Really good tool ARTRAG!

Hi Enric, thanks!
You should also show the error map and the sprite overlay. They are generated during the optimization and show as images.
The algorithm is a full search for the position of the current sprite able to maximise the number of errors covered at each step. All keeping into account the limit of 4 sprites per line.

I cannot say if it leads always to the best solution in terms of minimum number of wrong pixels, but manually I haven't ever found better solutions than those from this algorithm.
Any suggestion to improve in the optimization is welcome.
:)

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