Jump to content

Photo

Magellan


540 replies to this topic

#526 DuaneAL OFFLINE  

DuaneAL

    Star Raider

  • 52 posts

Posted Thu Mar 15, 2018 7:34 PM

Is it possible to bring in an image to use as a template?  Either for the whole screen or in the character or sprite screens.  Something like a jpg.  i'm not the most artistic person, but I could usually color inside the lines.  I'd like to bring in a graphic of a board game to help in laying out something on the TI.  I've enjoyed seeing the progress of the Royal Game of Ur and I'd like to try my hand at a different game's board.



#527 Opry99er OFFLINE  

Opry99er

    Quadrunner

  • 10,676 posts
  • Location:Hustisford, WI

Posted Thu Mar 15, 2018 7:50 PM

Convert9918 will convert bitmap images...

If youre just wanting to make up a game board for a game in GMODE1, youll be limited to 32X24 screen locations.

:D

#528 DuaneAL OFFLINE  

DuaneAL

    Star Raider

  • 52 posts

Posted Thu Mar 15, 2018 8:07 PM

Thanks! I appreciate the help.  I've tried Convert9918 a little bit.  Can you then bring that image into Magellan to modify it?  Or is there a character or pixel editing feature in Convert9918?  If I understand things correctly, a nice thing about Magellan is that the Map can be bigger than the screen and you can scroll in a program to "see" more of it.  I think I've got several more questions forming in my mind, but they are going to have to wait until tomorrow.



#529 LASooner OFFLINE  

LASooner

    Moonsweeper

  • 389 posts

Posted Thu Mar 15, 2018 8:23 PM

Convert9918 will convert bitmap images...

If youre just wanting to make up a game board for a game in GMODE1, youll be limited to 32X24 screen locations.

:D

Correction 32x24 color locations, 256x192 pixels  :waving:



#530 Opry99er OFFLINE  

Opry99er

    Quadrunner

  • 10,676 posts
  • Location:Hustisford, WI

Posted Thu Mar 15, 2018 8:31 PM

Thanks! I appreciate the help.  I've tried Convert9918 a little bit.  Can you then bring that image into Magellan to modify it?  Or is there a character or pixel editing feature in Convert9918?  If I understand things correctly, a nice thing about Magellan is that the Map can be bigger than the screen and you can scroll in a program to "see" more of it.  I think I've got several more questions forming in my mind, but they are going to have to wait until tomorrow.


Indeed. The program was originally designed by Howard Kistler as a map editor.... which essentially allowed you to build large maps for games. The program for displaying those maps is up to youbut we can offer some help. The Missing Link by senior falcon had assembly support for scrolling a map under a window. Ive written an assembly scroller utilizing Magellans output files, as have many others, including Rasmus who is the current steward of Magellan and keeper of the sacred flame.

In BASIC, it can absolutely be done, but uncompiled BASIC code for scrolling graphics is inherently slow without some neat character redefinition tricks (see sometimes99ers demos for visuals).

There are nearly limitless possibilities for what you can do with Magellan, and deciding how and what you want to accomplish early on will help you define the path forward.

Definitely ask questions, as there are some brilliant programmers on here who can help you on your way. :)

#531 Asmusr OFFLINE  

Asmusr

    River Patroller

  • 3,089 posts
  • Location:Denmark

Posted Thu Mar 15, 2018 10:09 PM

Magellan cannot import an image to use as a background template, so if you need this functionality you should start in a more generic graphics program. Once you have an image, preferably a png file, that looks closer to the end result you can import it into Magellan where you can clean up the patterns. Rather than working an a full board image it's probably better to divide it into smaller tiles that you can import separately.



#532 Asmusr OFFLINE  

Asmusr

    River Patroller

  • 3,089 posts
  • Location:Denmark

Posted Fri Nov 9, 2018 1:47 PM

I have always found it odd that you had to click, move and then click again to select an area for cloning. Perhaps I broke this functionality myself early on? Anyway, in this version I have changed it so it works like a normal drag'n'drop. Note that after copying an area, if you want to paste multiple copies, just hold down shift of ctrl.

Attached Files



#533 FarmerPotato OFFLINE  

FarmerPotato

    Moonsweeper

  • 307 posts
  • Location:Austin, TX

Posted Sun Feb 24, 2019 1:34 PM

I started working in Magellan for bitmap mode. Version 3.3 x64 made the Export Assembly dialog work for me. I could not get the dialog in 3.05, 3.1, etc.

 

 

The link on the Development Resources thread points back to the 3.05 version.

 

This is the most fun I've had in a great while. Tak for dit forbedring!

 

-Erik


Edited by FarmerPotato, Sun Feb 24, 2019 1:35 PM.


#534 Airshack OFFLINE  

Airshack

    Dragonstomper

  • 949 posts
  • Location:Phoenix, AZ

Posted Sun Feb 24, 2019 10:17 PM

I have always found it odd that you had to click, move and then click again to select an area for cloning. Perhaps I broke this functionality myself early on? Anyway, in this version I have changed it so it works like a normal drag'n'drop. Note that after copying an area, if you want to paste multiple copies, just hold down shift of ctrl.


I just noticed this update to Magellan. Thanks Rasmus! This is a wonderful tool! Looking forward to the updates.


Sent from my iPhone using Tapatalk Pro

#535 1980gamer OFFLINE  

1980gamer

    Dragonstomper

  • 984 posts
  • Location:Charlton, MA

Posted Sun Mar 10, 2019 10:13 AM

This is such an awesome tool.  Between this, XB compiler and classic99 I can delude myself into thinking I can make a decent game.  LOL

 

My first computer was the TI99/4A, it will always be my favorite.

My first gaming system was the Intellivision, it will always be my favorite gaming system.

 

I want to try INTYBasic, but it does not have Magellan or an equivalent product.

 

How difficult would it be to modify  Magellan to output INTY Basic code?  Intellivision is also an 8x8 tiles (cards) however it is 20x12 VS 32x24

Only 64 cards can be defined.  However, they can be redefined during run time just like the TI.

 

Just dreaming I guess...



#536 Airshack OFFLINE  

Airshack

    Dragonstomper

  • 949 posts
  • Location:Phoenix, AZ

Posted Sun Mar 10, 2019 10:57 AM

Between this, XB compiler and classic99 I can delude myself into thinking I can make a decent game.  LOL


This is a good path to learning how to write an Assembly game as well. Using the compiler helps with workflow concepts when you move up to the Assembly challenge. It’s also a great way to practice with Magellan, and even learning about Classic99’s debugger, if you dare!

All of the above activity leads to improving your knowledge of the system hardware which is essential for Assembly.

My personal experience with Harry’s XB256 & the BASIC Compiler (two different things) was code running 20-25 times faster than standard XB. Check out: SCRAA.bin

So sure, you can write a “decent game.” My code ran fairly fast and I was able to exceed 24K slightly since the resulting object code turned binary was smaller in size. The original code wouldn’t load due to size limits yet SCRAA.bin was okay.

I believe I read the multiplier in speed for Assembly v TI BASIC was around 200X. At least TEN times faster than Compiled BASIC, and you get far more freedom to maximize the hardware.

So...it’s alright to be excited. You should be!


Sent from my iPhone using Tapatalk Pro

#537 Airshack OFFLINE  

Airshack

    Dragonstomper

  • 949 posts
  • Location:Phoenix, AZ

Posted Sun Mar 10, 2019 11:06 AM

I want to try INTYBasic, but it does not have Magellan or an equivalent product.
 
How difficult would it be to modify  Magellan to output INTY Basic code?  Intellivision is also an 8x8 tiles (cards) however it is 20x12 VS 32x24
Only 64 cards can be defined. 

Just change the Width and Height of your Magellan map to 20x12 ... top right corner.

8bfa119f5d9dd214e6141409dd27c8e2.jpg

Hint: You can also create maps much larger than 32x24.

I’d guess you can just cut and paste your 64 character defs from Magellan output right into your editor for Inty BASIC. It appears what you need to do with Intellivision BASIC is already a subset of Magellan’s capabilities.

Edited by Airshack, Sun Mar 10, 2019 11:10 AM.


#538 1980gamer OFFLINE  

1980gamer

    Dragonstomper

  • 984 posts
  • Location:Charlton, MA

Posted Sun Mar 10, 2019 1:38 PM

Yeah, I use Magellan quit a bit.

20x12 is one piece of the puzzle.  But 12 tiles takes up the same room as 24.  So I imagine, these pixels are twice as high as the TI as they take up the same real estate on the screen.

 

However, output from magellan gives us data statements and character definitions etc.

I have been tinkering with the TI since 1981-82 and can look at a binary string and convert it to hex without doing the math, just from repetitive use.  Though, that is fading a little with these tools doing the work!

The output for IntyBasic is more like:

 

Label 65

####....

....####

########

........

######

 

TI would be  Call Char(65,"F00FFF00FF")

 

Hchar(1,1,65) :: Hchar(1,2,66)...  would be something like DATA $8000, $8001 ......

 

Then we have backtab color settings etc.

 

This type of tool would speed the process incredibly,  as it does for the TI.   I made the Pacman maze and 4 ms. Pacman mazes in about 45 minutes. When I did Mirror Maze.

That would have taken me a week on graph paper OR until I gave up... plus you really get to SEE what it will look like.  I could tweak a wall definition and see the impact across the entire maze... An AWESOME tool.

 

If this was 1981, it would be thrilled just to have an Intellivision Basic.  But I must admit, I am spoiled now.  I don't want to do busy work.  I want to play around with a game screen, then write the game that uses it.

 

One thing I may have missed, is it possible to output DISPLAY AT commands with a width of 32 for Mode 2?  It gives an option, but I cannot make it work.

I use the 28 wide and fill in the remaining 4 columns if I need too.  Most of the time, I don't.



#539 Airshack OFFLINE  

Airshack

    Dragonstomper

  • 949 posts
  • Location:Phoenix, AZ

Posted Sun Mar 10, 2019 9:54 PM

Senior Falcon on AtariAge is quite good at fielding specific XB256 and Compiler questions.

Did you ask in the Intellivision Forums if they have a similar editor to Magellan? I know there’s a book about Inty BASIC which covers dev tools:

Programming Games for Intellivision https://www.amazon.c...i_3UDHCbZGRVNJQ


Sent from my iPhone using Tapatalk Pro

#540 1980gamer OFFLINE  

1980gamer

    Dragonstomper

  • 984 posts
  • Location:Charlton, MA

Posted Mon Mar 11, 2019 3:29 AM

Thanks Airshack,

I picked up the paperback.  I should have / need to get the digital version.   But the book is what got me started down this path.

 

With the book, I finally am able to write, compile and run some simple stuff.  I had no luck prior.  So, I have made some progress.

I have not found anything similar for the intellivision yet.

 

I am on vacation in 2 weeks, I will have time to tinker. I want to have do something intellivision.  If not, I have have some TI rewrites to do. Speed/Size stuff. But that is less fun ;)



#541 1980gamer OFFLINE  

1980gamer

    Dragonstomper

  • 984 posts
  • Location:Charlton, MA

Posted Mon Mar 11, 2019 10:06 AM

Found this...    http://atariage.com/...ul-tools/page-1

I will have to try it tonight.  It doesn't seem to let you define cards ( chars ) like Magellan, but it will certainly help!






0 user(s) are browsing this forum

0 members, 0 guests, 0 anonymous users