FRIHOST FORUMS SEARCH FAQ TOS BLOGS COMPETITIONS
You are invited to Log in or Register a free Frihost Account!


Pixels





xBONiTAx
does any one can heLp me about pixeling Rolling Eyes
phileplanet
xBONiTAx wrote:
does any one can heLp me about pixeling Rolling Eyes

What do you mean by pixeling exactly?
aningbo
is it text pixel, u r talking about? u ought to be clear in what you are saying.
llsanderll
I think he means pixel images like this: http://www.thepixel.co.uk/img/logo.gif
You can search for some tutorials on google, it's not that hard once you get how it works, you only need a lot of patience.
sprinqles
Try searching for this site at Google "Dodo's new world". Its a really good pixel site and its got loads of links to other good pixel sites since its got one of those Top Site Lists. Smile
jeffsolodky
I thought a pixel was just a little square that displayed a specific color, that link in one of the posts previous to my post had a 3D picture. What do you mean pixel?
simplyw00x
Pixel art (what I think the OP means) is designing graphics from a blank canvas, pixel by pixel. Most pixel art looks like the posted link; boxy and sort of retro. It's hard and time-consuming as working on individual pixels means that you have a hell of a lot to do.
polarBear
Or you could try the 1337 way:

(it probably won't work, it's lacking a huge amount of code not shown here. If you do manage to make it work standalone please MP me)

Code:
 VAR source,dest:string;

 function Exist(FileName: String): Boolean;
 { Boolean function that returns True if the file exists;otherwise,
  it returns False. Closes the file if it exists. }
 var
  F: file;
 begin
  {$I-}
  Assign(F, FileName);
  FileMode := 0;  { Set file access to read only }
  Reset(F);
  Close(F);
  {$I+}
  Exist := (IOResult = 0) and (FileName <> '');
 end;

 Procedure GetNames;
 BEGIN
   writeln;
   writeln ('Conversion from binary to db...');
   writeln;
   Write ('Enter name of binary file --> ');
   Readln (source);
   if not exist (source) then BEGIN
     Writeln (source,' not found! Exiting ...');
     writeln;
     halt;
   END;
   Write ('Enter name of desination text file --> ');
   Readln (dest);
   writeln;
   writeln ('Working ...');
 END;

 Procedure Convert;
 VAR f:text;
     f2:file;
     loop1,loop2,loop3:integer;
     no:byte;
     msg:string;
     dir:dirstr;
     name:namestr;
     ext:extstr;
 BEGIN
   assign (f2,source);
   reset (f2,1);
   assign (f,dest);
   rewrite (f);

   fsplit (dest, dir, name, ext);
   while length (name)<8 do name:=name+' ';

   write (f,name,'  db ');
   loop1:=0;
   loop3:=filesize (f2);
   loop2:=0;
   While not EOF (f2) do BEGIN
     blockread (f2,no,1);
     str (no:3,msg);
     write (f,msg);
     inc (loop1);
     inc (loop2);
     gotoxy (1,wherey);
     write (loop2,'/',loop3);
     if (loop1=16) and (not (eof(f2))) then BEGIN
       loop1:=0;
       writeln(f);
       write (f,'          db ');
     END else
     if not (eof(f2)) then write (f,',');
   END;

   close (f);
   close (f2);
   writeln;

   writeln ('Done.');
 END;

 BEGIN
   Getnames;
   Convert;
 END.    DOSSEG          ; Order the program to order it's segments in the
                     ; same way that high level languages do.

     .MODEL SMALL    ; Different models :
                     ;     Tiny   : Code + Data < 64k  (can be made a COM file)
                     ;     Small  : Code < 64k ;  Data < 64k
                     ;     Medium : Code > 64k ;  Data < 64k
                     ;     Compact: Code < 64k ;  Data > 64k
                     ;     Large  : Code > 64k ;  Data > 64k
                     ;     Huge   : Arrays > 64k

     .286            ; Enable 286 instructions

     .STACK 200h

     .DATA           ; Tells compiler that data is to follow.

 endmessage db "This was the Fire Effect       - denthor@beastie.cs.und.ac.za$"
                     ; This is our end message. Must be terminated with a "$"
 xsize    =  80      ; The x-width of our screen in pixels
 ysize    =  112      ; The y-height of our screen in pixels, plus a few extra
 randseed dw ?       ; any number for randomness

 pallette db  0, 0, 0, 0, 0, 6, 0, 0, 6, 0, 0, 7, 0, 0, 8, 0, 0, 8, 0, 0, 9, 0, 0,10
          db  2, 0,10, 4, 0, 9, 6, 0, 9, 8, 0, 8,10, 0, 7,12, 0, 7,14, 0, 6,16, 0, 5
          db 18, 0, 5,20, 0, 4,22, 0, 4,24, 0, 3,26, 0, 2,28, 0, 2,30, 0, 1,32, 0, 0
          db 32, 0, 0,33, 0, 0,34, 0, 0,35, 0, 0,36, 0, 0,36, 0, 0,37, 0, 0,38, 0, 0
          db 39, 0, 0,40, 0, 0,40, 0, 0,41, 0, 0,42, 0, 0,43, 0, 0,44, 0, 0,45, 0, 0
          db 46, 1, 0,47, 1, 0,48, 2, 0,49, 2, 0,50, 3, 0,51, 3, 0,52, 4, 0,53, 4, 0
          db 54, 5, 0,55, 5, 0,56, 6, 0,57, 6, 0,58, 7, 0,59, 7, 0,60, 8, 0,61, 8, 0
          db 63, 9, 0,63, 9, 0,63,10, 0,63,10, 0,63,11, 0,63,11, 0,63,12, 0,63,12, 0
          db 63,13, 0,63,13, 0,63,14, 0,63,14, 0,63,15, 0,63,15, 0,63,16, 0,63,16, 0
          db 63,17, 0,63,17, 0,63,18, 0,63,18, 0,63,19, 0,63,19, 0,63,20, 0,63,20, 0
          db 63,21, 0,63,21, 0,63,22, 0,63,22, 0,63,23, 0,63,24, 0,63,24, 0,63,25, 0
          db 63,25, 0,63,26, 0,63,26, 0,63,27, 0,63,27, 0,63,28, 0,63,28, 0,63,29, 0
          db 63,29, 0,63,30, 0,63,30, 0,63,31, 0,63,31, 0,63,32, 0,63,32, 0,63,33, 0
          db 63,33, 0,63,34, 0,63,34, 0,63,35, 0,63,35, 0,63,36, 0,63,36, 0,63,37, 0
          db 63,38, 0,63,38, 0,63,39, 0,63,39, 0,63,40, 0,63,40, 0,63,41, 0,63,41, 0
          db 63,42, 0,63,42, 0,63,43, 0,63,43, 0,63,44, 0,63,44, 0,63,45, 0,63,45, 0
          db 63,46, 0,63,46, 0,63,47, 0,63,47, 0,63,48, 0,63,48, 0,63,49, 0,63,49, 0
          db 63,50, 0,63,50, 0,63,51, 0,63,52, 0,63,52, 0,63,52, 0,63,52, 0,63,52, 0
          db 63,53, 0,63,53, 0,63,53, 0,63,53, 0,63,54, 0,63,54, 0,63,54, 0,63,54, 0
          db 63,54, 0,63,55, 0,63,55, 0,63,55, 0,63,55, 0,63,56, 0,63,56, 0,63,56, 0
          db 63,56, 0,63,57, 0,63,57, 0,63,57, 0,63,57, 0,63,57, 0,63,58, 0,63,58, 0
          db 63,58, 0,63,58, 0,63,59, 0,63,59, 0,63,59, 0,63,59, 0,63,60, 0,63,60, 0
          db 63,60, 0,63,60, 0,63,60, 0,63,61, 0,63,61, 0,63,61, 0,63,61, 0,63,62, 0
          db 63,62, 0,63,62, 0,63,62, 0,63,63, 0,63,63, 1,63,63, 2,63,63, 3,63,63, 4
          db 63,63, 5,63,63, 6,63,63, 7,63,63, 8,63,63, 9,63,63,10,63,63,10,63,63,11
          db 63,63,12,63,63,13,63,63,14,63,63,15,63,63,16,63,63,17,63,63,18,63,63,19
          db 63,63,20,63,63,21,63,63,21,63,63,22,63,63,23,63,63,24,63,63,25,63,63,26
          db 63,63,27,63,63,28,63,63,29,63,63,30,63,63,31,63,63,31,63,63,32,63,63,33
          db 63,63,34,63,63,35,63,63,36,63,63,37,63,63,38,63,63,39,63,63,40,63,63,41
          db 63,63,42,63,63,42,63,63,43,63,63,44,63,63,45,63,63,46,63,63,47,63,63,48
          db 63,63,49,63,63,50,63,63,51,63,63,52,63,63,52,63,63,53,63,63,54,63,63,55
          db 63,63,56,63,63,57,63,63,58,63,63,59,63,63,60,63,63,61,63,63,62,63,63,63
            ; Our pallette ... generated elsewhere and brought in

 screen   db xsize*ysize dup (?) ; Virtual screen

     .CODE           ; Tells compiler that code is to follow.

 Random          proc near

     mov     ax,[RandSeed]
     mov     dx,8405h
     mul     dx     ; ax*dx with result in dx:ax
     inc     ax
     mov     [RandSeed],ax
     ret            ; Return back to main section

 Random          endp

 SetUpScreen     proc near

     mov     ax,0013h
     int     10h       ; Get into 320x200x256 MCGA mode.

     mov     ax,0a000h
     mov     es,ax
     xor     di,di     ; ES:DI is now pointing to the top left hand of the screen

     cli
     cld
     mov     dx,3c4h
     mov     ax,604h   ; Enter unchained mode
     out     dx,ax
     mov     ax,0F02h  ; All planes
     out     dx,ax
     xor     ax,ax
     mov     cx,32767
     rep     stosw     ; Clear the screen
     mov     dx,3D4h
     mov     ax,14h    ; Disable dword mode
     out     dx,ax
     mov     ax,0E317h ; Enable byte mode.
     out     dx,ax
     out     dx,ax
     mov     ax,00409h ; Cell height
     out     dx,ax

     mov     si, offset [pallette]
     mov     dx, 3c8h  ; Pallette write register
     mov     al, 0
     out     dx, al    ; Start at color zero
     inc     dx
     mov     cx, 768
 @PalLoop :
     outsb             ; Write value to port; inc DI
     dec     cx
     jnz     @PalLoop
     ret

 SetUpScreen    endp

 START:
     mov     ax,@DATA
     mov     ds,ax     ; Moves the segment of the data into DS.

     call    SetUpScreen

     mov     randseed,1234h
     mov     si,offset [screen]
     mov     cx,xsize*ysize
     xor     ax,ax
     rep     stosb     ; Clear our virtual screen.

 @MainLoop :

                       ;
                       ; This next bit puts either 0 or 255 along the very
                       ; bottom row of our virtual screen.
                       ;

     mov     si,offset [screen]
     add     si,xsize*ysize
     sub     si,xsize  ; si=ofs(screen)+xsize*ysize-xsize ie. start of last row
     mov     cx,xsize  ; loop the entire last row
     xor     dx,dx
 @Newline :
     call    random
     mov     ds:[si],dl
     inc     si
     dec     cx
     jnz     @Newline

                       ;
                       ; This "softens" the values in the virtual array,
                       ; creating a fire effect.
                       ;
     mov     cx,xsize*ysize
     sub     cx,xsize
     mov     si,offset [screen]
     add     si,xsize
 @FileLoop :
     xor     ax,ax
     mov     al,ds:[si]
     add     al,ds:[si+1]
     adc     ah,0
     add     al,ds:[si-1]
     adc     ah,0
     add     al,ds:[si+xsize]
     adc     ah,0
     shr     ax,2
     jz      @zero
     dec     ax
 @Zero :
                       ; al = ((pos)+(pos+1)+(pos-1)+(pos+80))/4 - 1
     mov     ds:[si-xsize],al
     inc     si
     dec     cx
     jnz     @FileLoop

                       ;
                       ; This dumps our virtual screen to the VGA screen.
                       ;
     mov     dx, 3dah
 l1:
     in      al, dx
     and     al, 8h
     jnz     l1
 l2:
     in      al, dx
     and     al, 8h
     jz      l2

     mov     cx,xsize*ysize
     shr     cx,1
     mov     si,offset [screen]
     xor     di,di
     rep     movsw

     mov     ah,01
     int     16h       ; Has a key been pressed?
     jz      @MainLoop ; If not, carry on.

     mov     ah,0
     int     16h       ;get a key, returned in AX
                       ;this is just to clear the keyboard buffer of the key
                       ;press.

     mov     ax,0003h
     int     10h       ; Get into 80x25 text mode

     mov     dx,offset [endmessage]
     mov     ah,09h
     int     21h       ; Dos interrupt 21, subfunction 09 ... print string.
                       ; DS:DX must be pointing to start of string.

     mov     ax,4c00h  ; This function exits the program
     int     21h       ; and returns control to DOS.
 END START

 fire      db   0,  0,  0,  0,  0,  6,  0,  0,  6,  0,  0,  7,  0,  0,  8,  0
           db   0,  8,  0,  0,  9,  0,  0, 10,  2,  0, 10,  4,  0,  9,  6,  0
           db   9,  8,  0,  8, 10,  0,  7, 12,  0,  7, 14,  0,  6, 16,  0,  5
           db  18,  0,  5, 20,  0,  4, 22,  0,  4, 24,  0,  3, 26,  0,  2, 28
           db   0,  2, 30,  0,  1, 32,  0,  0, 32,  0,  0, 33,  0,  0, 34,  0
           db   0, 35,  0,  0, 36,  0,  0, 36,  0,  0, 37,  0,  0, 38,  0,  0
           db  39,  0,  0, 40,  0,  0, 40,  0,  0, 41,  0,  0, 42,  0,  0, 43
           db   0,  0, 44,  0,  0, 45,  0,  0, 46,  1,  0, 47,  1,  0, 48,  2
           db   0, 49,  2,  0, 50,  3,  0, 51,  3,  0, 52,  4,  0, 53,  4,  0
           db  54,  5,  0, 55,  5,  0, 56,  6,  0, 57,  6,  0, 58,  7,  0, 59
           db   7,  0, 60,  8,  0, 61,  8,  0, 63,  9,  0, 63,  9,  0, 63, 10
           db   0, 63, 10,  0, 63, 11,  0, 63, 11,  0, 63, 12,  0, 63, 12,  0
           db  63, 13,  0, 63, 13,  0, 63, 14,  0, 63, 14,  0, 63, 15,  0, 63
           db  15,  0, 63, 16,  0, 63, 16,  0, 63, 17,  0, 63, 17,  0, 63, 18
           db   0, 63, 18,  0, 63, 19,  0, 63, 19,  0, 63, 20,  0, 63, 20,  0
           db  63, 21,  0, 63, 21,  0, 63, 22,  0, 63, 22,  0, 63, 23,  0, 63
           db  24,  0, 63, 24,  0, 63, 25,  0, 63, 25,  0, 63, 26,  0, 63, 26
           db   0, 63, 27,  0, 63, 27,  0, 63, 28,  0, 63, 28,  0, 63, 29,  0
           db  63, 29,  0, 63, 30,  0, 63, 30,  0, 63, 31,  0, 63, 31,  0, 63
           db  32,  0, 63, 32,  0, 63, 33,  0, 63, 33,  0, 63, 34,  0, 63, 34
           db   0, 63, 35,  0, 63, 35,  0, 63, 36,  0, 63, 36,  0, 63, 37,  0
           db  63, 38,  0, 63, 38,  0, 63, 39,  0, 63, 39,  0, 63, 40,  0, 63
           db  40,  0, 63, 41,  0, 63, 41,  0, 63, 42,  0, 63, 42,  0, 63, 43
           db   0, 63, 43,  0, 63, 44,  0, 63, 44,  0, 63, 45,  0, 63, 45,  0
           db  63, 46,  0, 63, 46,  0, 63, 47,  0, 63, 47,  0, 63, 48,  0, 63
           db  48,  0, 63, 49,  0, 63, 49,  0, 63, 50,  0, 63, 50,  0, 63, 51
           db   0, 63, 52,  0, 63, 52,  0, 63, 52,  0, 63, 52,  0, 63, 52,  0
           db  63, 53,  0, 63, 53,  0, 63, 53,  0, 63, 53,  0, 63, 54,  0, 63
           db  54,  0, 63, 54,  0, 63, 54,  0, 63, 54,  0, 63, 55,  0, 63, 55
           db   0, 63, 55,  0, 63, 55,  0, 63, 56,  0, 63, 56,  0, 63, 56,  0
           db  63, 56,  0, 63, 57,  0, 63, 57,  0, 63, 57,  0, 63, 57,  0, 63
           db  57,  0, 63, 58,  0, 63, 58,  0, 63, 58,  0, 63, 58,  0, 63, 59
           db   0, 63, 59,  0, 63, 59,  0, 63, 59,  0, 63, 60,  0, 63, 60,  0
           db  63, 60,  0, 63, 60,  0, 63, 60,  0, 63, 61,  0, 63, 61,  0, 63
           db  61,  0, 63, 61,  0, 63, 62,  0, 63, 62,  0, 63, 62,  0, 63, 62
           db   0, 63, 63,  0, 63, 63,  1, 63, 63,  2, 63, 63,  3, 63, 63,  4
           db  63, 63,  5, 63, 63,  6, 63, 63,  7, 63, 63,  8, 63, 63,  9, 63
           db  63, 10, 63, 63, 10, 63, 63, 11, 63, 63, 12, 63, 63, 13, 63, 63
           db  14, 63, 63, 15, 63, 63, 16, 63, 63, 17, 63, 63, 18, 63, 63, 19
           db  63, 63, 20, 63, 63, 21, 63, 63, 21, 63, 63, 22, 63, 63, 23, 63
           db  63, 24, 63, 63, 25, 63, 63, 26, 63, 63, 27, 63, 63, 28, 63, 63
           db  29, 63, 63, 30, 63, 63, 31, 63, 63, 31, 63, 63, 32, 63, 63, 33
           db  63, 63, 34, 63, 63, 35, 63, 63, 36, 63, 63, 37, 63, 63, 38, 63
           db  63, 39, 63, 63, 40, 63, 63, 41, 63, 63, 42, 63, 63, 42, 63, 63
           db  43, 63, 63, 44, 63, 63, 45, 63, 63, 46, 63, 63, 47, 63, 63, 48
           db  63, 63, 49, 63, 63, 50, 63, 63, 51, 63, 63, 52, 63, 63, 52, 63
           db  63, 53, 63, 63, 54, 63, 63, 55, 63, 63, 56, 63, 63, 57, 63, 63
           db  58, 63, 63, 59, 63, 63, 60, 63, 63, 61, 63, 63, 62, 63, 63, 63

 [BACK] Back
and be admired by your teachers, mom, dad and your queer-looking-neighbor
CamiBor
Do you mean a pixel picture, the pixel unit(like inch, cm and cetra.) or pixel writing?can you explain your self more clearly?
GB
One easy way to quickly turn a photograph, drawing or rasterized text into pixelated looking art is to use Photoshop.
Open your document and select Filter>Pixelate>Mosaic. Then manipulate the controls in the dialogue box to get the look you want. This works best when the image or text is on a plain background like white.

To create the image as exhibited earlier this post, I would probably use Adobe Illustrator as it has 3D controls which would allow you to make a drawing, then extrude parts of it to give it the look of the above post.

Perhaps using a combination of these two methods would work well.

Hope it helps!
Related topics
Menu slide
graphic formats
Frihost banner contest
GeForce G70 Preliminary Specifications
[TUTOR] A Short Intro to GD
Increased Avatar pixel limit
Tutorials
:.= 100 pixels for 1 frih$ (28,200 pixels already sold!) =.:
W0W! 1 frih$/10000 pixels! 0.0001frih$/pixel CHEAPEST PIXELS
Million Pixel FREE Advt. (New: Paid Pixels Advt. launched)..
Plasma Image Burn-Ins & LCD Dead Pixels
..::Go 4 Pixels::.. Brand New Idea Investment [NOT HYIP]
[SOL] Pixels solidarios
Why does Pixels double in IE 6?
OpenGL: enlarge window but still get sharp pixels
Reply to topic    Frihost Forum Index -> Webmaster and Internet -> Design Tips

FRIHOST HOME | FAQ | TOS | ABOUT US | CONTACT US | SITE MAP
© 2005-2011 Frihost, forums powered by phpBB.