hehe i wrote such a program just an hour ago... it generates code that puts 1 pixel in 1 gmegabuf entry.
problem is: the resulting code is way too big for a SSC. and i cant make it smaller, too 🙁 about 86x43 would work if you split the assign()s over the 4 boxes of a SSC
this is why this project is frozen for now
it uses silghtly modified .PPM files as input (just kill the format infos in the header 🙂 )
oh and if you just want to map a texture on a superscope and really dont care about FPS 🙂 , try my APE
i used/posted it
here
you'll need
green=texturex/2+.5;
blue=texturey/2+.5;
at the end of your SSC pixel part
after that, add my APE and it does the mapping from a buffer you define 🙂
btw: I really don't see what this has to do with this thread's topic ("fractal bitmaps")