Page 1 of 2

Scaling 2x beta 0.4 (source code)

Posted: Wed Nov 14, 2012 10:01 am
by RaVeN-05

Re: Scaling 2x beta 0.3

Posted: Wed Nov 14, 2012 10:33 am
by Blox
I can't really get it to work, but it would be grand if you could make it accept input - and output the exact same file in the same location, except with "2x" after it. (Eg. Octosir.bmp turns into Octosir2x.bmp)

Re: Scaling 2x beta 0.3

Posted: Wed Nov 14, 2012 2:30 pm
by RaVeN-05
oh sorry it need bmp 24 bit in same folder where sed2s.exe placed

Re: Scaling 2x beta 0.3

Posted: Fri Jul 05, 2013 5:21 am
by RaVeN-05

Re: Scaling 2x beta 0.3

Posted: Fri Jul 05, 2013 8:43 am
by albiongeck
Looks like a substantial improvement over the old version, nice and sharp. Will there be an option to convert to 8 bit, either as sprites or raw data?
Lots of other questions:
  • what license are you eventually going to release it under?
    Also what language is it written in?
    Will it be open source?
    Will it support 8 bit input with palette as a separate file?
I did think of writing one of these myself but I could potentially see my project being bundled with this or recommending it as a download.

Re: Scaling 2x beta 0.3

Posted: Fri Jul 05, 2013 8:51 am
by Blox
I like how the palettization artifacts are smoothed out, which is very nice for when you actually have to make up your own details afterwards.

Re: Scaling 2x beta 0.4

Posted: Mon Sep 23, 2013 6:02 am
by RaVeN-05
Update!

Re: Scaling 2x beta 0.4

Posted: Tue Sep 24, 2013 7:36 am
by RaVeN-05
Also this work for textures not just for sprites.
Look at first post for download and examples.

Re: Scaling 2x beta 0.4

Posted: Tue Sep 24, 2013 2:06 pm
by Blox
It's getting better, and at the moment it does provide a pretty good base to draw on;
Image

Re: Scaling 2x beta 0.4

Posted: Tue Oct 08, 2013 4:42 am
by Blox
Hm, why does it shift the hue of the image and leave blue/yellow artifacts?

Re: Scaling 2x beta 0.4

Posted: Tue Oct 08, 2013 4:57 am
by RaVeN-05
I am sorry this is bug, still in my app, its happen on some sizes of image, if its non power of two, for example if image is 511x511 whis bug will happen.
When image is 512x512 or 512x256, 64x128 it should work good.
or expand in paint image to ceil size, like this if you have 279 expand it to 300, should work.
I know i need fix it.

Re: Scaling 2x beta 0.4

Posted: Tue Oct 08, 2013 5:03 am
by Blox
The big problem is that it still happens on images that actually are a power of two (64x64).
(The images are intentionally hue-shifted so as to avoid the hue shifting post-scaling, but they still get the yellow/blue haloes.)

Re: Scaling 2x beta 0.4

Posted: Tue Oct 08, 2013 7:17 am
by RaVeN-05
Well i am will fix it in next release, try also resave bmp with other editor

http://heretics-hexens.ucoz.com/temp/1.zip i am done it for you.

The reading algorithm of BMP incomplete

Re: Scaling 2x beta 0.4

Posted: Fri Nov 13, 2015 6:06 am
by RaVeN-05
i am releasing source code.
source code is ugly and there is many duplicates and other older versions, it need to be rewritten.
it will be awesome if my dream come to real to use it in realtime 2xscaler in gzdoom/zandronum/doomsday or/and other games.
http://heretics-hexens.ucoz.com/temp/im ... ce-code.7z
the last versions in
.\itsteporg2\winapi\sed2x4\
.\itsteporg2\winapi\restorecolors-sed2x\
its written in cpp console application, no winapi a mess of directories while i am studying in Computer Academy "It Step".
there is some features targeting to 0.5 but incomplete, unfinished.

Re: Scaling 2x beta 0.4 (source code)

Posted: Fri Nov 13, 2015 6:19 am
by Gez
There's no licensing info, so the default assumption is "all rights reserved" meaning that pretty much nobody can legally do anything with it.

If you want it to be used in GZDoom, it should be under a compatible license, like LGPL or BSD three-point. If you're the sole author of the code, you can do that easily; if it's based on work by other people you'll need their agreement to change the licensing.