I made one myself many years ago for DOS, but mine renders in 512 pseudo halftone colors from a base palette of 16 colors. Results look pretty nice for whatever it’s worth, but yeah mine doesn’t focus on their efforts to get more crisp edges.
Still neat though, food for my thoughts even, should I ever revisit my old project.
Sorry it’s not a full complete dump with examples, but it’s programmed in QBasic 1.1 and converts raw RGB pixel data into equivalent closest matching color halftone onscreen characters. I designed it in mind with DOS text modes of either 80x25, 80x43, or 80x50 text modes, but I’m sure the technique can work with any text mode that can properly render the old DOS block characters. But, I’m betting that whatever device you’re using right now is almost certainly not configured to display the old DOS block characters as they were back in the day.
I can’t promise that DOSBox emulated results will give the exact color results as original old-school hardware on an old CRT, but results should still be mighty close.
The raw input data files are pretty simple to generate with most graphics software, just downsample down to potato 80x25, then export to raw 888 RGB format.
I’m not exactly sure how I’d incorporate both techniques into the same rendering system though.
My method doesn’t use letters, numbers or punctuation characters, mine uses the DOS mode block characters, blank space, 25%, 50%, 75% halftone characters, and the 100% solid block character.
I could probably get a little closer to sharper shape edges with my method if I add in the upper half block and lower half block characters, but when using those characters I’m no longer able to use the halftone dithering and would be limited to 8 background and 16 foreground colors…
I dunno where I’d really even start (over) again to use alphanumeric characters with my text rendering method…
I made one myself many years ago for DOS, but mine renders in 512 pseudo halftone colors from a base palette of 16 colors. Results look pretty nice for whatever it’s worth, but yeah mine doesn’t focus on their efforts to get more crisp edges.
Still neat though, food for my thoughts even, should I ever revisit my old project.
Would love to see your implementation. Have you considered making it public?
Sure, have at it!
Sorry it’s not a full complete dump with examples, but it’s programmed in QBasic 1.1 and converts raw RGB pixel data into equivalent closest matching color halftone onscreen characters. I designed it in mind with DOS text modes of either 80x25, 80x43, or 80x50 text modes, but I’m sure the technique can work with any text mode that can properly render the old DOS block characters. But, I’m betting that whatever device you’re using right now is almost certainly not configured to display the old DOS block characters as they were back in the day.
Good luck!
REM TEXTPSET.BAS REM over_clox - February 26, 2008 DECLARE SUB DisplayRAW (FileName$, W%, H%) DECLARE SUB TextPSet (X%, Y%, R%, G%, B%) DECLARE SUB TextPixel (Red%, Green%, Blue%, Char$, FGround%, BGround%) DECLARE SUB HTMtoRGB (HTMColor$, Red%, Green%, Blue%) TYPE PaletteType R AS INTEGER G AS INTEGER B AS INTEGER END TYPE REDIM SHARED DOSPalette(15) AS PaletteType REDIM SHARED FakePalette(15, 7, 1 TO 3) AS PaletteType RESTORE FOR I% = 0 TO 15 READ HTMColor$ HTMtoRGB HTMColor$, R%, G%, B% DOSPalette(I%).R = R% DOSPalette(I%).G = G% DOSPalette(I%).B = B% NEXT FOR C% = 1 TO 3 C2% = 4 - C% FOR B% = 0 TO 7 FOR F% = 0 TO 15 R1% = DOSPalette(F%).R: R2% = DOSPalette(B%).R G1% = DOSPalette(F%).G: G2% = DOSPalette(B%).G B1% = DOSPalette(F%).B: B2% = DOSPalette(B%).B FakePalette(F%, B%, C%).R = (R1% * C% + R2% * C2%) \ 4 FakePalette(F%, B%, C%).G = (G1% * C% + G2% * C2%) \ 4 FakePalette(F%, B%, C%).B = (B1% * C% + B2% * C2%) \ 4 NEXT NEXT NEXT 'MS-DOS Text Mode 16 Color Palette DATA 000000,0000AA,00AA00,00AAAA,AA0000,AA00AA,AA5500,AAAAAA DATA 555555,5555FF,55FF55,55FFFF,FF5555,FF55FF,FFFF55,FFFFFF CMD$ = COMMAND$ IF CMD$ <> "" THEN DisplayRAW CMD$, 80, 25 ELSE DisplayRAW "LOGO.RAW", 80, 25 END IF 'DEF SEG = &HB800: BSAVE "LOGO.BSV", 0, 4000 COLOR 7, 0 DO: Hit$ = UCASE$(INKEY$): LOOP WHILE Hit$ = "" SUB DisplayRAW (FileName$, W%, H%) FileNum% = FREEFILE OPEN FileName$ FOR BINARY AS FileNum% CLS : WIDTH W%, H% ScanLine$ = SPACE$(W% * 3) FOR Y% = 0 TO H% - 1 GET #1, , ScanLine$ FOR X% = 0 TO W% - 1 R% = ASC(MID$(ScanLine$, X% * 3 + 1, 1)) G% = ASC(MID$(ScanLine$, X% * 3 + 2, 1)) B% = ASC(MID$(ScanLine$, X% * 3 + 3, 1)) TextPSet X%, Y%, R%, G%, B% NEXT NEXT CLOSE FileNum% END SUB SUB HTMtoRGB (HTMColor$, Red%, Green%, Blue%) Red% = VAL("&H" + MID$(HTMColor$, 1, 2)) Green% = VAL("&H" + MID$(HTMColor$, 3, 2)) Blue% = VAL("&H" + MID$(HTMColor$, 5, 2)) END SUB SUB TextPixel (Red%, Green%, Blue%, Char$, FGround%, BGround%) ' °±²Û (32,176,177,178,219) Diff% = 768: BGround% = 0 FOR F% = 0 TO 15 RDiff% = ABS(DOSPalette(F%).R - Red%) GDiff% = ABS(DOSPalette(F%).G - Green%) BDiff% = ABS(DOSPalette(F%).B - Blue%) NewDiff% = RDiff% + GDiff% + BDiff% IF NewDiff% < Diff% THEN Diff% = NewDiff%: Char$ = "Û": FGround% = F% END IF NEXT FOR C% = 1 TO 3 C2% = 4 - C% FOR B% = 0 TO 7 FOR F% = 0 TO 15 RDiff% = ABS(FakePalette(F%, B%, C%).R - Red%) GDiff% = ABS(FakePalette(F%, B%, C%).G - Green%) BDiff% = ABS(FakePalette(F%, B%, C%).B - Blue%) NewDiff% = RDiff% + GDiff% + BDiff% IF NewDiff% < Diff% THEN Diff% = NewDiff%: Char$ = CHR$(175 + C%) FGround% = F%: BGround% = B% END IF NEXT NEXT NEXT END SUB SUB TextPSet (X%, Y%, Red%, Green%, Blue%) TextPixel Red%, Green%, Blue%, Char$, FGround%, BGround% LOCATE Y% + 1, X% + 1: COLOR FGround%, BGround%: PRINT Char$; END SUBYou are amazing. Thank you very much for delivering! Half of the fun is discovering how it works without examples so no need to apologise :^)
I need to look into running QBasic on my M4. Unsure about my options for now. Worst case scenario I spin up a VM tomorrow.
Meh, DOSBox is plenty suitable enough, and QBasic is easy enough to find…
https://winworldpc.com/product/qbasic/1x
I can’t promise that DOSBox emulated results will give the exact color results as original old-school hardware on an old CRT, but results should still be mighty close.
The raw input data files are pretty simple to generate with most graphics software, just downsample down to potato 80x25, then export to raw 888 RGB format.
Yes you should, this would be awesome with a special focus on the crisp edges!
I’m not exactly sure how I’d incorporate both techniques into the same rendering system though.
My method doesn’t use letters, numbers or punctuation characters, mine uses the DOS mode block characters, blank space, 25%, 50%, 75% halftone characters, and the 100% solid block character.
I could probably get a little closer to sharper shape edges with my method if I add in the upper half block and lower half block characters, but when using those characters I’m no longer able to use the halftone dithering and would be limited to 8 background and 16 foreground colors…
I dunno where I’d really even start (over) again to use alphanumeric characters with my text rendering method…
Maybe converting the DOS blocks to ANSI blocks. But i don’t know if this is feasible with your coding…