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haroldoop

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About haroldoop

  • Birthday 09/10/1979

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  1. Version 0.13.0 has been released! This version adds a block for setting background/playfield color.
  2. Version 0.12.0 has been released! New since the previous version: This version adds a toolbar at the top, so that, even if running on a narrow window, the user will still be able to navigate between the various editors; Also, the compilation errors are now shown at the bottom of the window.
  3. Yes, thanks for the reminder; the latest version fixes a bug where equality and non-equality checking was generated invalid code
  4. Now, the sprites are being displayed correctly: Demo ROM 0.4: pocket-platformer-to-sms.0.4.sms.zip
  5. Okay, it's starting to display the background. Demo ROM for version 0.2: pocket-platformer-to-sms.0.2.sms.zip
  6. Starting to implement map converter to generate SMS-compatible map data. W.I.P., nothing visual to show, yet: https://github.com/haroldo-ok/pocket-platformer-to-sms/blob/map-converter/index.js
  7. In theory, you could even add an entire MP3 player to the cartridge.
  8. I'm starting to implement the conversion to make it work on SMS; for now, it is still on a very early phase: version 0 .1 just displays a manually converted tileset. pocket-platformer-to-sms.0.1.sms.zip
  9. OK, now the script has been refactored into a command line tool/library: https://www.npmjs.com/package/pocket-platformer-exporter The probable next step would be to implement a web interface to use this tool withou installing anything; afterwards, maybe the prototyping of the SMS converter could start.
  10. I made that initial version, though it was a little hack. Paulo Silva also made a few (much cleaner) ZX-Basic experiments on the SG-1000 and SMS: https://web.archive.org/web/20180323232432/http://www.boriel.com/wiki/en/index.php/ZX_BASIC:Released_Programs_-_SG1000 https://web.archive.org/web/20180323232428/http://www.boriel.com/wiki/en/index.php/ZX_BASIC:Released_Programs_-_SMS
  11. Unfortunately, it won't be possible to automatically convert JS to run on an 8-bit CPU at a decent speed. Fortunately, "pocket-platformer" uses a fixed JS code for the engine; only the level data and the graphics change. So, as long as the graphics/level data is extracted properly, it will be possible to reuse that for running it in a new engine. Of course, this means that in order to make it run on a SMS via SDCC, it will be necessary to replicate all of the functionalities of the original engine from scratch in C. Once that is done, it will be possible to combine the fixed C code with the converted level data. In other words, "pocket-platformer" has a immutable JS part, that cannot be converted automatically, but it does not need to be converted. The only part that actually changes is the graphics data and level data, but those can be extracted and converted automatically. In order to make those graphics and level data be useful, it will be necessary to use C (or other suitable language) to write a reimplementation of the engine, a new immutable part, that can use the graphic and level data. In other news, the engine can now convert the level objects, too: level3.tmx
  12. The script now exports the levels into Tiled-compatible TMX files (only map layer for now; objects will be next). Example map:level3.tmx Original level: Converted level, inside Tiled:
  13. Now, the script can also generate a Tiled-compatible TSX file, including custom properties and animations. tileset.tsx
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