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

151 replies to this topic

#126 Gury OFFLINE  

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Posted Sat Feb 23, 2019 4:13 PM

Your wishes are my command...

:waving:



#127 Philsan ONLINE  

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Posted Sun Feb 24, 2019 1:45 AM

Your wishes are my command...

:waving:

Thank you my friend.

 

Thinking about it, a full graphics editor like Atari Graphics Studio would be nice but not necessary.

 

What I really need is to import a .PNG file ad export it to FastBasic.



#128 therealbountybob OFFLINE  

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Posted Fri Mar 1, 2019 11:09 AM

Here is an ATR with exported MAP and FONT files from Envision it supports (SYN Assembler MAC/65 and BASIC), ideally MAD Studio would replicate this format :)

Attached File  Envision Exported Files Examples SYN MAC BAS.ATR   130.02KB   15 downloads



#129 Gury OFFLINE  

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Posted Fri Mar 1, 2019 8:38 PM

New version (0.9.3)

 

Graphics editor:

 

Screen data export to file (all supported languages). The feature is accessible in Source code generator and File menu (item Export data as - which creates a file).

 

Also, you can automatically make data values with picture loader (exceptions are assembler and CC65).

 

The GUI layout and usage of Graphics source code generator has changed (it is same as in Player Animator). Now it is easier to prepare code for selected language with less confusion. You can also choose between decimal and hexadecimal values.

 

madstudio093.png

 

Please test and report back if it is what you wanted to be. Btw, other languages will be supported with your help.

 

 



#130 therealbountybob OFFLINE  

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Posted Fri Mar 8, 2019 1:44 PM

Hi Gury,

Re Export to Assembler there's still something amiss with the file format:

 

If you export from MADs to assember then view the HEX in memopad it has $0d $0a (a PC carriage return and line feed)

Memopad will convert this EOL for Atascii and it replaces the two bytes with a single $9b

Either way they do not import into MAC/65, the latter gives "truncated records"

Looking at one of the Envsion exported M65 files with the (line numbered) .DATA statements they have $9bs also but they import ok! Perhaps adding the line numbes will work?

 

p.s. Assembler format file should have two spaces before "dotBYTE" and no spaces between commas. If you do add the line numbers then the cut and paste into MAC/65 on altirra method may also work.


Edited by therealbountybob, Sat Mar 9, 2019 5:41 AM.


#131 Gury OFFLINE  

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Posted Sat Mar 9, 2019 12:52 PM

Hi therealbountybob,

 

I will look at Envision source code output options. It seems it would be better to add also MAC/65 and similar (native assembler) to the list of languages for data listings, because line endings differ from those in cross-compiler languages like Mad Pascal or MADS, of course. The same problem exists for listed Atari BASIC output files, so this has to be fixed in next version, too.

 

I will fix spaces between commas, my mistake. I must confess I didn't mind the missing space before .BYTE declaration in MAC/65 source code dialect. Another reason for splitting assembler output code for native and cross-compiler types.

 

Regards



#132 Kaz atarionline.pl OFFLINE  

Kaz atarionline.pl

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Posted Tue Mar 12, 2019 6:40 PM

This is a great piece of software. Gury, keep doing, I plan to use it for my current game projects :)



#133 Gury OFFLINE  

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Posted Wed Mar 13, 2019 3:02 AM

Thank you, Kaz! I am glad it will be of some use for you.

 

I have to make better friendship with the time to balance on-going life and Atari time. First I have to fix current bugs and move to new features.

Just drop a note for anything you would like to see in the application and I will add that to To-do list.

 

Congrats for the graphics work on new game Albert.

 

Regards



#134 therealbountybob OFFLINE  

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Posted Wed Mar 13, 2019 2:35 PM

Thanks Gury, as soon as you have something you can send it to me (if you want to) for testing - my game is hungry for it's Mad Studio data ;)



#135 Gury OFFLINE  

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Posted Thu Mar 14, 2019 3:32 AM

New version will bring fixes for exporting data in listed format for Atari in Atari BASIC and MAC/65 languages, for example. Your game will be hungry even more, but satisfied :)

 

My pleasure... I will be more than happy to know that you took time for testing new features. After confirming that it works I can decide on making new features.



#136 Gury OFFLINE  

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Posted Mon Mar 18, 2019 4:51 AM

I prepared beta version to test a new feature for exporting listings in proper format.
Atari BASIC, Turbo BASIC XL and Action! are native languages and Atari end-of-line character differs from other platforms. I had to conform to this rule and I made some tests with files.

New beta version is here just for testing purposes before I make a final version. Some modules like Graphics editor and Character set editor include support for MAC/65, which is a native assembler.
Why I mention this is because every assembler has its rules in source code syntax and MAC/65 is no exception. The code must begin with a line number (or a space?), following is a space before a label or a mnemonic.
Labels have to be uppercase letters.

So therealbountybob, I have a task for you :)
Graphics editor generator now has support for MAC/65 data statement generation (Data values listing example), including an option to add line numbers. Without this option it generates code which puts a space at the start of the line.

 

ge01.png ge02.png

Character set editor generator also has support for MAC/65, but there is no extra space at start of the line (exception is .BYTE declaration - two spaces) and no option for line numbers (it will be there in next version).
Btw, Character set editor generator also includes automatic generation of full character set as data statements (MAC/65 is supported).

 

cse01.png

So, you have to confirm which version loads successfully into MAC/65 environment. I successfully imported listed Atari BASIC file and run resulting code in native environment (Altirra emulation).
I don't use MAC/65 so this is a place where your help is most appreciated.

Same issue with an end-of-line matter exists for Action! language, so I fixed this, too. I successfully imported Action! listing into Action! cartridge (Altirra emulation).

I suspect the same rule applies for FastBasic native IDE version. Does it?

 

 



#137 gorgh OFFLINE  

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Posted Sat Mar 30, 2019 2:25 PM

thank you a lot Gury for updating this tool, I'm working on graphics for a game in mode 7 and this tool is very convenient for transferring data to source code

Attached Thumbnails

  • trees.PNG

Edited by gorgh, Sat Mar 30, 2019 2:26 PM.


#138 Gury OFFLINE  

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Posted Mon Apr 1, 2019 4:06 AM

Hello gorgh,

 

I am glad you make use of the tool. I am aware of weaknesses of editors, especially graphics editor, which lacks many of standard functionalities. This will be changed in time, all this is on To-do list. Just post here anything you want to see in the program.

 

Greetz



#139 gorgh OFFLINE  

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Posted Mon Apr 1, 2019 10:46 AM

Great, I would love to see some functionalities in future releases:
1.setting size of generated graphics with byte precision, so the source code would contain limited number of .byte data in a line
2.zooming in and zooming out

Good luck with future releases



#140 tane OFFLINE  

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Posted Mon Apr 1, 2019 10:59 AM

Is there a pre-made asm code to insert the code generated by Mad Studio, and then compile it into a xex, and to show the image like Rasta Converter?



#141 gorgh OFFLINE  

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Posted Mon Apr 1, 2019 11:17 AM

so far there's only ready code for Action!, Mad Pascal, C65 and Basic



#142 tane OFFLINE  

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Posted Mon Apr 1, 2019 11:44 AM

If so, can you attach them in order to create an Assembler version?

(I mean a code ready for compiling with WUDSN-Eclipse).


Edited by tane, Mon Apr 1, 2019 11:49 AM.


#143 Gury OFFLINE  

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Posted Tue Apr 2, 2019 2:02 AM

Hi,

 

Some assembler code is already available with examples for data statement generation. Try code for Mad Assembler, which is probably what you want to use. Also, post 136 shows some possible examples with MAC/65, but I am not 100% sure which way is correct, because native assemblers have their own rules with code syntax. I am still waiting for user response on mentioned post, so I will know which way is correct for specific assembler. With your help and right direction I can include code for SynAssembler and others.


Edited by Gury, Tue Apr 2, 2019 2:07 AM.


#144 tane OFFLINE  

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Posted Tue Apr 2, 2019 6:56 AM

Hi,

Thanks. What I'm trying to do, is to find an easy way to convert an image from Mad Studio, exported to an asm like this example: Attached File  image.asm   19.15KB   4 downloads, to an executable xex using WUDSN IDE. So it's required to add a small part of heading in the code for a proper compilation (maybe Mad Studio could have that option in the future).

 

It's an idea similar to the RastaConverter, but with Mad Studio you have the ability to retouch images with its graphics editor, so it's possible to have better customs images.

 



#145 Kaz atarionline.pl OFFLINE  

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Posted Sat Apr 6, 2019 4:39 AM

Hi Gury, my friend! I'm also using your tool recently. I noticed today, when working on game jam, that player data in the player/missile editor saves 23th row only... when I use  24 or more (there are 30 max).



#146 Gury OFFLINE  

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Posted Sat Apr 6, 2019 6:42 AM

Hello Kaz,

 

you found a bug, annoying one. I will fix it as soon as possible. Stay tuned :)



#147 Gury OFFLINE  

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Posted Sun Apr 7, 2019 2:52 AM

New version

 

Now that bug is removed. Good luck with your current and further projects.



#148 Kaz atarionline.pl OFFLINE  

Kaz atarionline.pl

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Posted Sun Apr 7, 2019 4:28 AM

Great job, thank you! :)



#149 Kaz atarionline.pl OFFLINE  

Kaz atarionline.pl

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Posted Thu Apr 11, 2019 8:54 AM

Another bug: Mad Studio switches the normal/inverse fields after saving the font set.

 

Small improvement idea for this character set editor section: allow to copy single char to another cell. It can be useful when you design your own set (like me) :)

Attached Thumbnails

  • Screenshot_1.jpg


#150 Gury OFFLINE  

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Posted Thu Apr 11, 2019 11:28 PM

Yes, Sir, good find. Nearly finished with fixes and other features. I will continue in the evening after I am back from work.







Also tagged with one or more of these keywords: Mad Pascal, Mad Assembler, Graphics, Player/Missiles, Atascii screens, Character sets

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