Asmusr Posted September 20, 2017 Share Posted September 20, 2017 ^^^^What he said. Sent from my iPhone using Tapatalk Pro I'm not that familiar with XB256, and I never use any of the BASIC export formats myself, so I would need a quite detailed description of the output format if I was to do this. As an interim solution, would it help to remove the character set limitations on the current XB export screen? Perhaps let it be guided by whether you have chosen Expanded Characters or not? Quote Link to comment Share on other sites More sharing options...
LASooner Posted September 20, 2017 Share Posted September 20, 2017 (edited) As an interim solution, would it help to remove the character set limitations on the current XB export screen? Perhaps let it be guided by whether you have chosen Expanded Characters or not? That would be a useful starting point indeed. As for the XB256 export. As far as I know, using the existing XB export, you'd need only replace the commands that define characters and color sets, with the XB256 equivalent. IE. CALL CHAR is CALL LINK("CHAR2”,character-code,pattern-identifier[,...]) CALL COLOR is CALL LINK("COLOR2”,character-set,foreground-color,background-color [,...]) and include CALL LINK("SCRN2") before you write the characters to screen. In doing so, the character definitions can use the full range of characters, and colors. It's quite great for us novice programmers who don't grok assembly. By writing to the second character set, the 1st character set is freed up to define all our sprites. This is done just using the built in CALL CHAR. So it gives us 28 sprite definitions in extended basic separate from the character set. If you need more info than that Senior Falcon can get into the nitty gritty. Thanks for taking the time to look into any of this at all. Edited September 20, 2017 by LASooner Quote Link to comment Share on other sites More sharing options...
Asmusr Posted September 22, 2017 Share Posted September 22, 2017 That would be a useful starting point indeed. As for the XB256 export. As far as I know, using the existing XB export, you'd need only replace the commands that define characters and color sets, with the XB256 equivalent. IE. CALL CHAR is CALL LINK("CHAR2”,character-code,pattern-identifier[,...]) CALL COLOR is CALL LINK("COLOR2”,character-set,foreground-color,background-color [,...]) and include CALL LINK("SCRN2") before you write the characters to screen. In doing so, the character definitions can use the full range of characters, and colors. It's quite great for us novice programmers who don't grok assembly. By writing to the second character set, the 1st character set is freed up to define all our sprites. This is done just using the built in CALL CHAR. So it gives us 28 sprite definitions in extended basic separate from the character set. If you need more info than that Senior Falcon can get into the nitty gritty. Thanks for taking the time to look into any of this at all. Thanks, so here's a demo of XB 256 output. Is this acceptable? Note that there are some REMs without line numbers. I think this was deliberate by the original Magellan developer, and they will disappear if you paste the code into Classic99 or Js99er. REM COLORSET DECLARATIONS 100 DATA 1,16,4,2,10,4,3,12,10,4,11,12,5,14,4,6,13,4,7,6,10,8,5,6 110 DATA 9,7,11,10,9,9,11,14,13,12,7,5,13,7,14,14,13,7,15,15,13,16,4,16 REM CHARACTER DATA 1000 DATA 32,"FF00000000000000",33,"FF00000000030C30",34,"FF030C30C0000000",35,"0000000010000000" 1010 DATA 36,"0000000000030C30",37,"00030C30C0000000",38,"C000000000000000",39,"C0000000000000FF" 1020 DATA 40,"00000000030F3FFF",41,"030F3FFFFFFFFFFF",42,"FFFFFFFFFFFFFFFF",43,"0000000000000000" 1030 DATA 44,"0000000000000000",45,"0000000000000000",46,"0000000000000000",47,"0000000000000000" 1040 DATA 48,"00000000030F3FFF",49,"030F3FFFFFFFFFFF",50,"FFFFFFFFFFFFFFFF",51,"0000000000000000" 1050 DATA 52,"0000000000000000",53,"0000000000000000",54,"0000000000000000",55,"0000000000000000" 1060 DATA 56,"00000000030F3FFF",57,"030F3FFFFFFFFFFF",58,"FFFFFFFFFFFFFFFF",59,"0000000000000000" 1070 DATA 60,"0000000000000000",61,"0000000000000000",62,"0000000000000000",63,"0000000000000000" 1080 DATA 64,"0000000000030F3F",65,"00030F3FFFFFFFFF",66,"FFFFFFFFFFFFFFFF",67,"FFFFFFFFFCF0C000" 1090 DATA 68,"FCF0C00000000000",69,"0000000000000000",70,"0000000000000000",71,"0000000000000000" 1100 DATA 72,"00000000030F3FFF",73,"030F3FFFFFFFFFFF",74,"FFFFFFFFFFFFFFFF",75,"FFFFFFFFFFFFFCF0" 1110 DATA 76,"FFFFFCF0C0000000",77,"C000000000000000",78,"0000000000000000",79,"0000000000000000" 1120 DATA 80,"00000000030F3FFF",81,"030F3FFFFFFFFFFF",82,"FFFFFFFFFFFFFFFF",83,"0000000000000000" 1130 DATA 84,"0000000000000000",85,"0000000000000000",86,"0000000000000000",87,"0000000000000000" 1140 DATA 88,"00000000030F3FFF",89,"030F3FFFFFFFFFFF",90,"FFFFFFFFFFFFFFFF",91,"0000000000000000" 1150 DATA 92,"0000000000000000",93,"0000000000000000",94,"0000000000000000",95,"0000000000000000" 1160 DATA 96,"0000000000030F3F",97,"00030F3FFFFFFFFF",98,"FFFFFFFFFFFFFFFF",99,"0000000000000000" 1170 DATA 100,"0000000000000000",101,"0000000000000000",102,"0000000000000000",103,"0000000000000000" 1180 DATA 104,"0000000000000000",105,"0000000000000000",106,"0000000000000000",107,"0000000000000000" 1190 DATA 108,"0000000000000000",109,"0000000000000000",110,"0000000000000000",111,"0000000000000000" 1200 DATA 112,"0000000000030F3F",113,"00030F3FFFFFFFFF",114,"0000000000000000",115,"0000000000000000" 1210 DATA 116,"0000000000000000",117,"0000000000000000",118,"0000000000000000",119,"0000000000000000" 1220 DATA 120,"0000000000030F3F",121,"00030F3FFFFFFFFF",122,"0000000000000000",123,"0000000000000000" 1230 DATA 124,"0000000000000000",125,"0000000000000000",126,"0000000000000000",127,"0000000000000000" 1240 DATA 128,"00000000030F3FFF",129,"030F3FFFFFFFFFFF",130,"0000000000000000",131,"0000000000000000" 1250 DATA 132,"0000000000000000",133,"0000000000000000",134,"0000000000000000",135,"0000000000000000" 1260 DATA 136,"0000000000030F3F",137,"00030F3FFFFFFFFF",138,"0000000000000000",139,"0000000000000000" 1270 DATA 140,"0000000000000000",141,"0000000000000000",142,"0000000000000000",143,"0000000000000000" 1280 DATA 144,"FF00000000000000",145,"FF00000000030C30",146,"FF030C30C0000000",147,"0000000000030C30" 1290 DATA 148,"00030C30C0000000",149,"C000000000000000",150,"C0000000000000FF",151,"00000000000000FF" 1300 DATA 152,"FFFFFFFFFFFFFF00",153,"FFFFFFFFFFFFFFFF",154,"0000000000000000",155,"0000000000000000" 1310 DATA 156,"0000000000000000",157,"0000000000000000",158,"0000000000000000",159,"0000000000000000" REM MAP DATA REM MAP #1 REM MAP #1 WIDTH, HEIGHT, SCREEN COLOR 2000 DATA 32,24,1 REM MAP #1 DATA 2010 DATA 32,32,33,34,32,32,33,34,32,32,33,34,32,32,33,34 2020 DATA 32,32,33,34,32,32,33,34,32,32,33,34,32,32,33,34 2030 DATA 36,37,38,153,36,37,38,153,36,37,38,153,36,37,38,153 2040 DATA 36,37,38,153,36,37,38,153,36,37,38,153,36,37,38,153 2050 DATA 32,32,33,34,32,32,33,34,32,32,33,34,32,32,33,34 2060 DATA 32,32,33,34,32,32,33,34,32,32,33,34,32,32,33,34 2070 DATA 36,37,38,153,36,37,38,153,36,37,38,153,36,37,39,152 2080 DATA 36,37,38,153,36,37,38,153,36,37,38,153,36,37,38,153 2090 DATA 32,32,33,34,32,32,33,34,32,32,33,34,32,32,40,41 2100 DATA 42,42,48,49,50,50,56,57,32,32,33,34,32,32,33,34 2110 DATA 36,37,38,153,36,37,38,153,36,37,39,152,40,41,42,42 2120 DATA 48,49,50,50,56,57,58,58,36,37,38,153,36,37,38,153 2130 DATA 32,32,33,34,32,32,33,34,32,32,64,65,66,66,67,68 2140 DATA 153,153,72,73,58,58,58,58,32,32,33,34,32,32,33,34 2150 DATA 36,37,38,153,36,37,39,152,64,65,66,66,67,68,153,153 2160 DATA 72,73,74,74,58,58,96,97,36,37,38,153,36,37,38,153 2170 DATA 32,32,33,34,32,32,40,41,42,42,80,81,82,82,88,89 2180 DATA 74,74,74,74,96,97,98,98,32,32,33,34,32,32,33,34 2190 DATA 36,37,38,153,40,41,42,42,80,81,82,82,88,89,90,90 2200 DATA 74,74,112,113,98,98,98,98,36,37,38,153,36,37,38,153 2210 DATA 32,32,33,34,104,104,104,104,104,104,104,104,90,90,90,90 2220 DATA 112,113,66,66,98,98,98,98,32,32,33,34,32,32,33,34 2230 DATA 36,37,38,153,104,104,104,104,104,104,104,104,90,90,120,121 2240 DATA 66,66,66,66,98,98,98,98,36,37,38,153,36,37,38,153 2250 DATA 32,32,33,34,104,104,104,104,104,104,104,104,120,121,98,98 2260 DATA 66,66,128,129,98,98,136,137,144,144,145,146,144,144,145,146 2270 DATA 36,37,38,153,104,104,104,104,104,104,104,104,98,98,98,98 2280 DATA 128,129,98,98,136,137,74,74,147,148,149,74,147,148,150,151 2290 DATA 32,32,33,34,104,104,104,104,104,104,104,104,98,98,98,98 2300 DATA 98,98,136,137,74,144,145,146,144,144,145,146,144,144,75,76 2310 DATA 36,37,38,153,104,104,104,104,104,104,104,104,98,98,98,98 2320 DATA 136,137,74,74,147,148,149,74,147,148,150,151,75,76,77,153 2330 DATA 32,32,33,34,104,104,104,104,104,104,104,104,98,98,136,137 2340 DATA 74,144,145,146,144,144,145,146,144,144,75,76,32,32,33,34 2350 DATA 36,37,38,153,104,104,104,104,104,104,104,104,136,137,74,74 2360 DATA 147,148,149,74,147,148,149,74,75,76,77,153,36,37,38,153 2370 DATA 32,32,33,34,32,32,33,34,32,32,33,34,32,32,33,34 2380 DATA 32,32,33,34,32,32,33,34,32,32,33,34,32,32,33,34 2390 DATA 36,37,38,153,36,37,38,153,36,37,38,153,36,37,38,153 2400 DATA 36,37,38,153,36,37,38,153,36,37,38,153,36,37,38,153 2410 DATA 32,32,33,34,32,32,33,34,32,32,33,34,32,32,33,34 2420 DATA 32,32,33,34,32,32,33,34,32,32,33,34,32,32,33,34 2430 DATA 36,37,38,153,36,37,38,153,36,37,38,153,36,37,38,153 2440 DATA 36,37,38,153,36,37,38,153,36,37,38,153,36,37,38,153 2450 DATA 32,32,33,34,32,32,33,34,32,32,33,34,32,32,33,34 2460 DATA 32,32,33,34,32,32,33,34,32,32,33,34,32,32,33,34 2470 DATA 36,37,38,153,36,37,38,153,36,37,38,153,36,37,38,153 2480 DATA 36,37,38,153,36,37,38,153,36,37,38,153,36,37,38,153 2490 CALL LINK("SCRN2") REM LOAD COLORSET 2500 RESTORE 100::FOR C=1 TO 16::READ CS,CF,CB::CALL LINK("COLOR2",CS,CF,CB)::NEXT C REM LOAD CHARACTERS 2510 RESTORE 1000::FOR C=1 TO 128::READ CN,CC$::CALL LINK("CHAR2",CN,CC$)::NEXT C REM DRAW MAP(S) 2520 CALL CLEAR 2530 RESTORE 2000 2540 READ W,H,SC::CALL SCREEN(SC)::CALL CLEAR 2550 FOR Y=1 TO H 2560 FOR X=1 TO W 2570 READ CP::CALL VCHAR(Y,X,CP) 2580 NEXT X 2590 NEXT Y 2600 CALL KEY(0,K,S)::IF S=0 THEN 2600 2610 END 1 Quote Link to comment Share on other sites More sharing options...
Asmusr Posted September 22, 2017 Share Posted September 22, 2017 It seems to be working OK, so here's a version with two new features: - Export to XB 256 - Analyze Character Usage tool The latter enables you to see how often you have used each character on your maps. Magellan_3_3.zip Magellan_windows_3_3.zip Magellan_windows-x64_3_3.zip 9 Quote Link to comment Share on other sites More sharing options...
Sinphaltimus Posted September 22, 2017 Share Posted September 22, 2017 It seems to be working OK, so here's a version with two new features: - Export to XB 256 - Analyze Character Usage tool The latter enables you to see how often you have used each character on your maps. I think I could clean up my downloads folder now.. Quote Link to comment Share on other sites More sharing options...
LASooner Posted September 23, 2017 Share Posted September 23, 2017 It seems to be working OK, so here's a version with two new features: - Export to XB 256 - Analyze Character Usage tool The latter enables you to see how often you have used each character on your maps. Awesome! I'll give it a try when I get home. So it now exports the full character range as well? Quote Link to comment Share on other sites More sharing options...
LASooner Posted September 23, 2017 Share Posted September 23, 2017 Just tried it, and it works perfectly! Thank you so much! 1 Quote Link to comment Share on other sites More sharing options...
artrag Posted September 23, 2017 Share Posted September 23, 2017 Going to test, the tile count is very handy Quote Link to comment Share on other sites More sharing options...
Bones-69 Posted October 15, 2017 Share Posted October 15, 2017 It seems to be working OK, so here's a version with two new features: - Export to XB 256 - Analyze Character Usage tool The latter enables you to see how often you have used each character on your maps. Is anyone else having issues installing this version? Am running Windows 10 and it crashes half way through the installation reporting the rather unhelpful error message - "Magellan has stopped working". I am very keen to get the XB256 support.... Quote Link to comment Share on other sites More sharing options...
LASooner Posted October 16, 2017 Share Posted October 16, 2017 It installed fine for me under 10, you could try the version that doesn't install, you just have to have JAVA installed Magellan_3_3.zip Quote Link to comment Share on other sites More sharing options...
ramidavis Posted October 22, 2017 Share Posted October 22, 2017 (edited) ... Edited January 2, 2018 by ramidavis Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted October 22, 2017 Share Posted October 22, 2017 I realize this is T.I. forum, but what is the equivalent of Magellan for working with C64 chars and screens? This one looks promising. http://multipaint.kameli.net Quote Link to comment Share on other sites More sharing options...
ramidavis Posted October 22, 2017 Share Posted October 22, 2017 (edited) ... Edited January 2, 2018 by ramidavis 1 Quote Link to comment Share on other sites More sharing options...
ramidavis Posted October 29, 2017 Share Posted October 29, 2017 (edited) ... Edited January 2, 2018 by ramidavis Quote Link to comment Share on other sites More sharing options...
Asmusr Posted October 29, 2017 Share Posted October 29, 2017 How do i create a memory dump of classic99's ram to import into magellan? Import menu > VRAM Dump is expecting a .bin .vdp or .vram file, but i do not seem to see a suitable file in classic99's directory, and do not see a option to save emulated memory to a dump file anywhere in classic99. I have a "bare program" of nothing but character definitions and corresponding call color() commands, using the latest classic99 and magellan 3.2 (downloaded awhile back, never got around to trying it until now. I am aware it is not the latest version). From the debugger: Debug menu / Dump RAM. Quote Link to comment Share on other sites More sharing options...
Bones-69 Posted November 12, 2017 Share Posted November 12, 2017 It installed fine for me under 10, you could try the version that doesn't install, you just have to have JAVA installed Magellan_3_3.zip Worked a charm. Thank you! 1 Quote Link to comment Share on other sites More sharing options...
Omega-TI Posted January 10, 2018 Share Posted January 10, 2018 HELP! I'm trying to get a copy of Magellan for development of a new game program, but when I try to download it in message #1, I get the following... Is there an alternate source to get the .ZIP file? Thanks. Quote Link to comment Share on other sites More sharing options...
Opry99er Posted January 10, 2018 Share Posted January 10, 2018 Look 4 posts above yours. Quote Link to comment Share on other sites More sharing options...
Omega-TI Posted January 11, 2018 Share Posted January 11, 2018 Look 4 posts above yours. Aw Jeeez! Thanks! I was in a hurry at the time and didn't have time to go through the whole thread. Many topics have message #1 with the latest copy, (like the fbForth thread). Got it now. I'll spend some time with it tomorrow. Quote Link to comment Share on other sites More sharing options...
+arcadeshopper Posted January 11, 2018 Share Posted January 11, 2018 Aw Jeeez! Thanks! I was in a hurry at the time and didn't have time to go through the whole thread. Many topics have message #1 with the latest copy, (like the fbForth thread). Got it now. I'll spend some time with it tomorrow. Cool I was gonna look for it too Sent from my LG-H830 using Tapatalk Quote Link to comment Share on other sites More sharing options...
Omega-TI Posted January 12, 2018 Share Posted January 12, 2018 Am I overlooking a manual for Magellan someplace? Text file or PDF maybe? Quote Link to comment Share on other sites More sharing options...
Opry99er Posted January 12, 2018 Share Posted January 12, 2018 What do you have questions about? Quote Link to comment Share on other sites More sharing options...
Airshack Posted January 12, 2018 Share Posted January 12, 2018 It seems to be working OK, so here's a version with two new features: - Export to XB 256 - Analyze Character Usage tool The latter enables you to see how often you have used each character on your maps. Thank you for this work! Quote Link to comment Share on other sites More sharing options...
LASooner Posted February 14, 2018 Share Posted February 14, 2018 Feature request, Should you have the time to implement it, it would be great to have flipbook playback of a range of sprites, to better test animation, with the ability to adjust playback speed as well. Quote Link to comment Share on other sites More sharing options...
LASooner Posted February 15, 2018 Share Posted February 15, 2018 (edited) Senior Falcon helped me discover an issue with the XB256 exporter, the default value for character definitions is to start on line 500, and the map starts at 900, but if you define the full range from 0-255, your line numbers will be overwritten by the map data statements. Effectively killing all the character data for characters 160-255. I didn't realize there were duplicate line numbers until he pointed it out. The easiest solution would be to set the default line number for map data to start at a higher number like line 4000 to give the character definitions enough room before the data statements So if anyone else is having trouble redefining the full range just change this number and it should work fine from the exported code. Edited February 15, 2018 by LASooner Quote Link to comment Share on other sites More sharing options...
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