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Everything posted by playsoft

  1. I have just uploaded a new version of the editor (0.6) which saves the .apl file in a new format. I don't have time to document it this evening, will do so tomorrow. The editor remains backwards compatible with the old format which it will continue to load. -Paul
  2. Why? I'd be happy to add it to http://fail.sourceforge.net/ but I need documentation. Because the tool doesn't trouble itself with the low level format of the file, it let's ActionScript take care of that: private static function browseForSaveFile ():void { printString (50, 8, "SAVE", true); fileRef = new FileReference (); fileRef.addEventListener (Event.CANCEL, saveComplete); fileRef.addEventListener (Event.COMPLETE, saveComplete); var data:ByteArray = new ByteArray(); data.writeInt (FILE_VERSION); data.writeInt (frames); data.writeInt (height); data.writeInt (gap); data.writeObject (p0Colour); data.writeObject (p1Colour); data.writeInt (bgColour); data.writeObject (p0Data); data.writeObject (p1Data); data.writeInt (frame); data.writeInt (penColour); data.writeInt (anim_rate); fileRef.save (data); inhibitPress = true; } If you hex view a .apl file, writeInt() simply generates a 32-bit integer value but writeObject() generates all the information it needs in order to be able to reinstantiate that object when it is read back, i.e. it needs type information, not just the data values. Above p0Colour and p1Colour are single dimensional arrays with 17 elements (maximum number of frames + 1 for the copy buffer); p0Data and p1Data are two dimensional arrays (actually an array of arrays), the first dimension is 17 again, the second dimension is 48 (the maximum height). Interestingly although the full set of data is saved each time (i.e. 16 frames and the copy buffer at maxium height, regardless of what is actually being used in the design) the size of the resulting .apl file varies. Hence it appears that the ActionScript encoding is affected by the data values too. When I implemented the file routines I made them as simple as possible because I did not envisage any attempt to use them outside of the editor. I could modify the code to save the data byte at a time in order to achieve a well known format which is not reliant on ActionScript encoding. I already have a file version in there which means I can maintain backwards compatibility with the existing format. This shouldn't be too complicated if there is value in doing it? -Paul
  3. That brings back some wonderful memories, the sheer thrill at having my first program published in a magazine. I had written it on my uncle's Atari 800 and sent it off to PCW. I think they acknowledged intention to publish but quite a few issues went by with no sign of it. I had just started college and one day I picked up the latest copy of the magazine to read on the train and there it was - not only published but progam of the month as well. I was paid £50 per published page plus £150 for program of the month - fantastic for a student and it brought me an Atari 400 of my own. I ended up getting royalties when they published it in the Best Of book, for publishing in some foriegn magazines (I never knew which magazines) and even when they got someone to write a C64 version. Fun times. - Paul
  4. The latest version of the editor (0.5) now outputs both BASIC listings. Drelbs was my first effort at programming in ActionScript and I am pleased with how it turned out. I learnt a lot from doing it and it made me appreciate how well programmed the original 8-bit version was. Paul
  5. No problem, LIST will generate both BASIC formats shortly...
  6. I've modified the editor so that when you LIST the data it saves C, BASIC and Assembler source code - all to the same file, just use the section you require. I've only tested the C code. Philsan, please let me know if there's anything I should change in the BASIC source code. This is the LIST output generated from mwalk.apl. Bob, I have squeezed the display together so it now fits on a 928x630 pixel canvas and is still able to display everything when the maximum settings are reached (16 frames, 48 pixels high, 8 pixel gap). I tested it at 1024x768 and it was ok in IE9. I will put a page together where you can open it in a pop up window as that will make a little more vertical space available. Ken, alas with the squished display there's no longer room for the 7800 button Paul
  7. The .apl format is a binary format for the editor only, but if you click on LIST it will output the data to a text file for incorporating into your source code. At the moment I have ouput the player data as hexadecimal prefixed with 0x since I am working in C. For Basic it would be better in decimal (and for assembler hexadecimal prefixed with $). I will modify LIST so that it outputs all 3 types. I have also noticed that Notepad has trouble with the newlines in the LIST output, although my text editor (I am using Borland CodeWright) is ok with it. Please let me know if you encounter any problems with the newlines in the LIST output. Paul
  8. You are welcome Allan. It is over 20 years since I last did any A8 programming so I am sure there must be other tools out there, but I googled and could not easily find anything. I have been quite pleased with how my graphics are coming along given the low number of pixels and colours by today's standards. I have just updated the editor so that if you hold down alt, ctrl or shift and click on a pixel, the pen colour is taken from that pixel. I'd have rather have done this with a right mouse click, but that is not available under Flash. It is available if I build it as an Air application though, so I will do that and make it available. Paul
  9. Not sure if this will be useful to anyone else, but I've put together a player editor for designing animated multicolour players. It's written in ActionScript using Flex so it runs as Flash in a browser. The editor is here: http://www.playsoft.co.uk/aplayed.html There are instructions here: http://www.playsoft....structions.html There is an example design here: http://www.playsoft.co.uk/mwalk.apl which you can load and play about with in the editor. And finally there is a little test .xex file here: http://www.playsoft.co.uk/test.xex which uses the above design. It requires 48k, not that it's big it's just how I've laid out memory.
  10. Will check it out Playsoft hmm must be Paul Lay Let's have a new a8 game That would be an interesting thing to try some time. 2009 being the 30th anniversary of the A8 would have been the time to do it... maybe 2019 then, that will give me a bit of time to read up on all the stuff I've forgotten.
  11. I wanted to try my hand at writing something in Adobe Flex and thought Drelbs was a good program to start with. You can play it here: http://www.playsoft.co.uk I have fond memories of Electrician too if I ever decide to do another.
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