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Mad Pascal Mad Assembler Graphics Player/Missiles Atascii screens Character sets

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#76 MrFish ONLINE  

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Posted Tue Mar 6, 2018 9:57 PM

Nice Job! Things are coming along well.

 

I won't say too much about missing features, since I know this is in progress, but here are a few things off the top of my head and one error I noticed.

 

Error

1. When editing Player 1, data from Player 0 appeared, disappeared, and then reappeared in Player 1's grid.

 

Suggestions

1. Provide a way to retain the last palette loaded between sessions (so it won't need to be reloaded over and over).

2. I'd personally like to see WBM file format loading possible for Graphics 8. This file format is supported in Photoshop and is nearly 1 to 1 for translating to Graphics 8 (I've used it a lot for Atari stuff).

3. Current font loaded in editor should be available for various other modes and screen editors.

 

Comments

1. It's little consfusing having a multicolor view for the current player in the "Normal Mode" tab.


Edited by MrFish, Tue Mar 6, 2018 10:09 PM.


#77 Gury OFFLINE  

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Posted Wed Mar 7, 2018 4:35 AM

Good, I will look at all your observations.

 

I also agree that multi-color player view is probably confusing in first tab. It was put there for instant view what multi-color players would look like if combined together. I can remove that feature or make it as user option.



#78 Yaron Nir OFFLINE  

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Posted Wed Mar 7, 2018 1:48 PM

Gury, very nice release!

 

i really like the missle editor and the ability to create 1 player out of all 5 missiles

The data numbers near each player is excellent! 

 

the only comment i have is the multicolor players

you only combine 0+1 and 2+3 (there is a bug when you see 2+3 you still mark 0+1 - please fix that)

 

my intial idea was to combie all 4 players and even the 5fifth missle "player" into 1 character multicolored

 

keep up the good work!

 

cheers



#79 Gury OFFLINE  

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Posted Thu Mar 8, 2018 6:17 AM

No problem, it is doable. But all priority combinations must be checked, so the final result is the same as on real thing. I will look at it as soon as possible.



#80 Gury OFFLINE  

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Posted Wed Mar 21, 2018 4:56 AM

Hi! Here is new version, mostly concentrated on multi-color player editor. It is separated from normal one-color editor as I figured it would be more logical to distinquish between them. In this editor players can be drawn freely in 32-bit area horizontally, so they are not limited to just 8-bit space. Program automatically determines the color priority between any of 4 players as they are drawn. Also, player width is put into consideration. Even if you try to draw in wrong place, it does not allow it.

I will add accompanying features to this editor as soon as you confirm this is closer to your liking. Currently multi-color editor does not support missiles.

 

To test your multi-color player arts, go to P/M source code generator and choose Example demonstration - Multiple color players in Source code examples combo box. In addition, I am thinking of incorporating special P/M file format to mix players and missiles together for later restoring.

 

Some other changes and fixes:

- New icon for compile and automatic run in your favourite Atari emulator (suggestion by walktari)

- Correct handling of color registers when reading and saving 2-color graphics mode images

 

mad_studio_03.png mad_studio_04.png

 

Greetings


Edited by Gury, Wed Mar 21, 2018 4:57 AM.


#81 Philsan ONLINE  

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Posted Wed Mar 21, 2018 1:18 PM

Hi Bostjan.

 

Mad Studio is getting very good.

 

For my needs I would like the following features:

 

- Fastbasic support

- Atari Player Editor import data

- Sprites frames to test animations (see Atari Player Editor)



#82 Gury OFFLINE  

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Posted Thu Mar 22, 2018 12:24 AM

Thank you. I considered to include missing cross-compilers before and FastBasic is surely candidate, as is CC65.

 

Sure, I will look at listed features and they will be added in later release.



#83 Gury OFFLINE  

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Posted Tue May 1, 2018 6:53 AM

Hi there!

 

New version: 0.8.3

 

Brief summary of new features:

 

- New PC format for drawing and mixing all 4 players together (.mpl), added icon in toolbar

- Control of horizontal movement for any player

- Bug fix: drawing a player is interchangable in normal and multi-color editor

- Very basic support for FastBasic and CC65 (currently you have to set existing path for these languages on your system, no examples ready yet)

- Character set editor, Antic mode 4/5 editor:

  - Shift and move operations moved to main editor window and removed from toolbar

  - Buf fix (Antic mode 4/5 editor): proper representation of color registers in characters

 

The multi-color player PC format is in experimental stage, which currently supports area of 32 pixels horizontally and 22 pixels vertically. When you are happy with your multi-color player drawing, go to Source code generator and click on Source code examples combo. There you can select Players and missiles or Multiple color players option, which automatically generates code for you.

 

The idea for the future release is using whole Atari video screen area, where you might select also size of the player or missile (yes, missiles are on the plan board too).

 

madstudio01.png madstudio02.png madstudio03.png madstudio04.png


Edited by Gury, Tue May 1, 2018 6:56 AM.


#84 Yaron Nir OFFLINE  

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Posted Sat Aug 25, 2018 3:48 PM

Gury,

 

mad study latest version looks awsome!

 

some additional features i think needed:

- For multiplayer mode, add a grid.

- Add the ability to disable the mixed color between the player.

- next to each row in player (even in multiplayer) add the data values for that row on the fly (toggle hex/dec)

 

keep up the good work!



#85 Gury OFFLINE  

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Posted Mon Aug 27, 2018 5:29 AM

Good points. It will be done!

 

Greetings



#86 Gury OFFLINE  

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Posted Thu Sep 27, 2018 3:45 PM

New version - 0.8.4

 

Some features:

 

- Player editors:
  - Grid view (including option to select/deselect it)
- Multi-color player editor:
   - 3rd-color disable/enable option
   - Showing dec/hex numbers for each row
- Source code editor:
  - Enhanced user-interface with access to all options in Atari BASIC/Turbo BASIC XL Parser, Mad Pascal, Mad Assembler and FastBasic. CC65 currently works with fixed parameters
- json configuration file is automatically saved on program exit if any configuraton option is changed in the program
- New version of internal compilers:
   - Mad Pascal 1.5.7
   - TurboBasic XL Parser Tool 9.4.3
 
More in Release notes in the program...
 
You should backup previous json configuration if you saved important data like custom directory of FastBasic or CC65, etc. Before running a program, just overwrite new json file with your file which will be updated with all necessary data when program closes.
 
Greetings
 

Edited by Gury, Thu Sep 27, 2018 3:57 PM.


#87 Philsan ONLINE  

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Posted Fri Sep 28, 2018 2:17 PM

Hi Bostjan.

 

I am glad Mad Studio improves.

 

For FastBasic, in Player/Missile editor, Source generator, I would need data in this format (hex or dec, it doesn't matter), to easily cut and paste:

data Player0() byte = 0,0,0,13,56,34,56,3,
data           byte = 0,130,30,230,50,70,40,108

I would need players frames to test animations (like Atari Player Editor).

 

In Character editor, Source editor, I would need data in this format:

data font() byte = $00, $00, $00, $00, $00, $00, $00, $00,
data        byte = $18, $00, $18, $00, $66, $66, $22, $00

In Graphics editor, Source editor, I would need data in this format:

data image1() byte = $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00,
data          byte = $00, $00, $69, $1a, $aa, $aa, $aa, $90, $01, $a9, $00, $64.

Does source code editor work?

I am trying to use it with FastBasic with no success.

Perhaps I am doing something wrong.

It works! No shell needed anymore!

But could you use a larger font please?

 

Thank you!


Edited by Philsan, Sat Sep 29, 2018 12:26 AM.


#88 Gury OFFLINE  

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Posted Sat Sep 29, 2018 5:02 AM

Hello Philsan,

 

Your requests are accepted. I planned to include FastBasic source code generator in new version anyway.

 

I think of frame animation module for some time now. One of useful tools would be supporting Atari Player Editor sprite format, as proposed some posts above.

 

Speaking of larger font in source code editor, yes, of course. I think it would be useful to have an option to customize editor font, including its size.

 

Greetings



#89 Irgendwer OFFLINE  

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Posted Sun Sep 30, 2018 7:20 AM

Speaking of larger font in source code editor, yes, of course. I think it would be useful to have an option to customize editor font, including its size.

 

 

https://www.scintilla.org/ ?



#90 devwebcl OFFLINE  

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Posted Sun Sep 30, 2018 8:18 AM

 

Hi Gury,

 

First of all, kudos for this project is incredibly good !

 

I was testing last version and player/missile editor is not creating the source code with the generator.

The generator works with rest of the tools.


Edited by devwebcl, Sun Sep 30, 2018 8:18 AM.


#91 Gury OFFLINE  

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Posted Mon Oct 1, 2018 2:13 AM

Thanks for the notice. A bug sneaked into source code generator when "Copy to editor" button is used. To use generated code, just copy/paste it from Source code generator window. It will be fixed in next version.

 

Is this the problem you came across or it was something else?



#92 devwebcl OFFLINE  

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Posted Tue Oct 2, 2018 12:45 AM

Cool. That'it.

#93 Philsan ONLINE  

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Posted Mon Oct 8, 2018 12:53 PM

Usually I use FastBasic but I am doing something with Atari Basic.

In Source code editor, I managed to parse and run Atari Basic code.

To do it I associated .bas extension to Altirra.

 

I have one problem. When code runs needs to load a font file. The work-around is to load font from DATA instead of loading it from disk.



#94 MrFish ONLINE  

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Posted Mon Oct 8, 2018 1:45 PM

I have one problem. When code runs needs to load a font file. The work-around is to load font from DATA instead of loading it from disk.

 

You could load it from one of the "H:" drives too.



#95 MrFish ONLINE  

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Posted Mon Oct 8, 2018 2:05 PM

[Edit] Nevermind... it does work (no DOS needed).


Edited by MrFish, Mon Oct 8, 2018 2:09 PM.


#96 Gury OFFLINE  

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Posted Wed Oct 24, 2018 7:28 PM

New version: 0.8.5

 

- Support for FastBasic (source code listings)

 

Source code editor
- Automatic generation of a new file and saving selected source code listing from Source code generator
- Highlighting all occurrences of a word under cursor
- Editor color and font changes
- Cursor current position indicator on key press
- Highlighted current line
- Copy / Paste / Cut functions in menu
 
I just noticed new file would be better generated right before compiling the code, not immediately after copying source code listing from generator. To be fixed in next version...
 
I suggest you to backup your customization file madstudio.json prior to installing new version in case you have your own settings for CC65 and FastBasic.
 
madstudio01.png madstudio02.png
 
Greetings

Edited by Gury, Wed Oct 24, 2018 7:50 PM.


#97 Stephen OFFLINE  

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Posted Wed Oct 24, 2018 8:48 PM

Queue 150 threads from funkheld in the next 5 days.  Ignoring all polite requests to centralize them.

 


#98 DjayBee OFFLINE  

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Posted Wed Oct 24, 2018 11:14 PM


Queue 150 threads from funkheld in the next 5 days.  Ignoring all polite requests to centralize them.


 


Think positively :
It won't clutter this thread.
SCNR

#99 Gury OFFLINE  

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Posted Thu Oct 25, 2018 7:59 AM

Hi Bostjan.

 

I am glad Mad Studio improves.

 

For FastBasic, in Player/Missile editor, Source generator, I would need data in this format (hex or dec, it doesn't matter), to easily cut and paste:

data Player0() byte = 0,0,0,13,56,34,56,3,
data           byte = 0,130,30,230,50,70,40,108

I would need players frames to test animations (like Atari Player Editor).

 

In Character editor, Source editor, I would need data in this format:

data font() byte = $00, $00, $00, $00, $00, $00, $00, $00,
data        byte = $18, $00, $18, $00, $66, $66, $22, $00

In Graphics editor, Source editor, I would need data in this format:

data image1() byte = $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00,
data          byte = $00, $00, $69, $1a, $aa, $aa, $aa, $90, $01, $a9, $00, $64.

Does source code editor work?

I am trying to use it with FastBasic with no success.

Perhaps I am doing something wrong.

It works! No shell needed anymore!

But could you use a larger font please?

 

Thank you!

 

Hi Philsan,

 

I hope it is of some help now. Just report what you think or suggest for improvements. I need testers like you to improve program and find bugs whenever they occur.

 

I will amend Graphics editor with such arrangement of data, useful!

 

Regards


Edited by Gury, Thu Oct 25, 2018 8:00 AM.


#100 Philsan ONLINE  

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Posted Thu Oct 25, 2018 1:12 PM

Thank you very much Bostjan!
Now I can change font's size and use Source code editor for FastBasic programming!
 
I found something strange.
When I click Compile FastBasic code, the code is compiled and then program starts with Altirra. That's OK for me.
When I click Parse and run FastBasic code, the code is compiled and the program starts with Altirra. But when I close Altirra, the program start again with Altirra. I have to close Altirra again. What's the purpose of that option?
 
In Player/missile graphics editor, Player/missile graphics source code generator for FastBasic, instead of
 
' Clear player memory
FOR I = 0 TO 512 + 128 : POKE PMGMEM + 384 + I, 0 : NEXT
 
I would use the faster MOVE command. For example, in my program I use
 
POKE PMGMEM+1024,0:MOVE PMGMEM+1024,PMGMEM+1025,1023





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