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kisrael

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Everything posted by kisrael

  1. (like should an option box say 1 scanline kernel 2 scanline kernel or more like 1 scanline per PF pixel 2 scanlines per PF pixel oe what would be easiest to understand)
  2. For playfields, do I remember that the term is like "An N-Scanline Kernel" where N is how many scanlines before the playfield changes? Or does that apply for how often you update the player? Or both? (I imagine it's pretty common to update players one scanline and playfield the next...) Also, it's "symmetric" vs "asymmetric", but called symmetric even if it's... "repeated" is it? (vs mirrored) Just trying to make sure I use the clearest terms for https://alienbill.com/2600/atari-background-builder/
  3. I swear I'm not the biggest Pokemon fan, but for some reason I feel like I'm channeling Ash Ketchum - where caught Pokemon = features (gotta catch 'em all) and the general wish to be the greatest Pokemon trainer (have the absolute best Playfield and Large Title Graphic Editor) in the world. So, case in point: added an "ellipse" tool because I saw someone like it on a different editor, and it seemed like fun to make.
  4. Added a new Assembly Playfield Mode: Asymmetrical Mirrored Playfield (already had Asymmetrical Reflected Playfield) Maybe not a super increase in utility, but a good box to check. Next up will be Symmetrical (Mirrored, Repeated)
  5. Such a solid game! I love how much the "space" of the playfield matters. (though there's that "River Raid" effect where its not quite clear why a flying vehicle is so beholden to the contours of the landscape ? )
  6. Work continues (and is starting back up) Minor change: it now describes the various kernels modes on offer (Assembly, batari Basic, DPC+, etc) as text. In the next few weeks as we add more assembly modes (mirrored etc-- things that a finely tuned assembly program might find more useful!) the description will be more important. Oh and in other cool news, an artist group in brazil is using my tools for some programming classes: https://sites.google.com/dad.puc-rio.br/semanadad20211/home
  7. Work continues (and is starting back up) Minor change: it now describes the various kernels modes on offer (Assembly, batari Basic, DPC+, etc) as text. In the next few weeks as we add more assembly modes (mirrored etc-- things that a finely tuned assembly program might find more useful!) the description will be more important.
  8. Just to weasel in a plug (and thanks) @Karl G let me use his bB logo kernel for a mode of https://alienbill.com/2600/atari-background-builder/ - so if you want any title screen, you can build an image there (or even import a graphic!)
  9. Aha, that's it! on git macro.h is at 1.09 and vcs is at 1.06 my old versions were at 1.05 - and those are the ones ADS tends to use for bB maybe? Hmm. (for DASM ADS uses vcs at 1.06 and macro at 1.09) aha, I was wondering/asking about this but not hard enough. I wonder if bB should use newer files, or if it just risks breaking things.
  10. Thanks for looking at this! I will grab the latest and retry when I have some cycles after work. As far as you know, are these pretty robust against CRLF / whitespace issues?
  11. So @Karl G has been kind enough to help me out with some kernels on my large graphic (48px / PFs / bB PFs) editor https://alienbill.com/2600/atari-background-builder/ We ran into an interesting problem - attached is splash116.asm - PF code the editor makes out of Karl's template, using 116 scanlines When he compiles it, he gets the attached karl_splash116.bin that looks like this but when I compile it on my machine - (whether in Atari Dev Studio or freshly downloaded DASM, and also in Atari Dev Studio on an old windows laptop I have handy) I get kirk_splash116.asm.bin which makes the following: Attached are the macro.h and vcs.h files we use. In trying to figure this out, I took a close look at macro.h and vcs.h - they are both the 2003 1.05 versions that ... i guess most people use? Some differences including a cc0 license at the top, and then some CR/LF and other white space differences. I did try a few variations on that, but I always get the same result on my mac. And like I said, that's in Mac ADS, windows ADS, and command line dasm ala dasm splash116.asm -f3 -lspash116.lst -ssplash116.sym -osplash116.bin Real head scratcher. I'm super rusty on kernel stuff (especialy if it... involves page boundaries? Like 112 length things work fine on my machine too) and it smells like a page boundary stuff... I think... but any thoughts of what to look at, or just compiling splash116.asm and saying you get a "karl" version or "kirk" version would be interesting. splash116.asm karl_splash116.bin kirk_splash116.asm.bin macro.h vcs.h
  12. Name change! And for the last version I was keeping up threads in two forums (one in plain programming, one in batari Basic) I think now I'll just talk about it there.
  13. It's not yet at version 1.0, but the atari-background-builder - https://alienbill.com/2600/atari-background-builder/ is probably the best tool yet for making playfield graphics or 48px splash screen images. (I just changed the name from "splash-o-matic"... I wanted to be more clear about what it does.) Features Include: multiple kernel modes, each one providing ready-to-run source code... (batari Basic 48px splash screen via minikernel, bB DPC+, assembly non-reflected assymetric playfield... more coming) sophisticated handling of scanline based color changes gradient tool import from JPG/PNG etc images section cut/copy/paste NEW! save and load your work as a project Here is a clumsy introductory video running over all the parts
  14. The effort continues! (now that I'm moved into our new condo) https://alienbill.com/2600/splash-o-matic/ Expect a name change and significant loading/saving capabilities soon, but for now enjoy a new "inkmode" - you can have left mouse button draw, right button erase (I had to put away my Mac and Photoshop biases of "but there's just one button" and realize that for a system so deep into the booleans as an Atari, it makes sense to leverage on and off with left and right clicks)
  15. The effort continues! (now that I'm moved into our new condo) https://alienbill.com/2600/splash-o-matic/ Expect a name change and significant loading/saving capabilities soon, but for now enjoy a new "inkmode" - you can have left mouse button draw, right button erase (I had to put away my Mac and Photoshop biases of "but there's just one button" and realize that for a system so deep into the booleans as an Atari, it makes sense to leverage on and off with left and right clicks)
  16. I'm slowing down work on this for a week oe two as I move from an apartment to a condo, but am thinking about a name change... maybe "atari-background-buddy" ? Welcome other thoughts. It's just that splash-o-matic might not be instantly clear, and also when you google for it you get a lot of stuff from Nintendo's Splattoon... (I also have some interesting ideas for updating PlayerPal, the next version being atari-player-pal.) Dang, hope Atari doesn't get on my jock about the word Atari Hate to have change everything to "tia-background-buddy" etc
  17. Awesome to see! I'm slowing down work on this as I move from an apartment to a condo, but am thinking about a name change... maybe "atari-background-buddy" ? Welcome other thoughts. It's just that splash-o-matic might not be instantly clear, and also when you google for it you get a lot of stuff from Nintendo's Splattoon...
  18. fixed some bugs with DPC+ image import and gradients (it's the only one that allows background color to be changed so is a bit more complicated.) Anyway now you can do pretty interesting stuff with competing gradients (I'm not saying you always SHOULD but you CAN) Oh also turns out, some part of me really thinks they should be spelled "gradiants" not "gradients"
  19. fixed some bugs with DPC+ image import and gradients (it's the only one that allows background color to be changed so is a bit more complicated.) Anyway now you can do pretty interesting stuff with competing gradients (I'm not saying you always SHOULD but you CAN) Oh also turns out, some part of me really thinks they should be spelled "gradiants" not "gradients"
  20. Productive Day: One Final Tool... a Gradient Tool! Take advantage of the 2600's pallet! (Note: I think import image straight to DPC+ isn't working for some reason, not sure when it broke (or if it ever worked) Still, I made it so DPC+ can even do gradients for the background colors as well as the playfield colors.)
  21. Productive Day: One Final Tool... a Gradient Tool! Take advantage of the 2600's pallet! (Note: I think import image straight to DPC+ isn't working for some reason, not sure when it broke (or if it ever worked) Still, I made it so DPC+ can even do gradients for the background colors as well as the playfield colors.)
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