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About LASooner

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  • Birthday 04/06/1972

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  1. I do it with photoshop, make sure you're in bitmap,greyscale or indexed color, 8bits/channel. Don't use a brush, use a pencil. And use pencil or block mode for the eraser. You can turn on grid and snapping to help control it.
  2. If you want to quickly merge two character sets, you could export them individually as character images, bring them into a paint package that can handle layers, layer one on top of another, erase the characters you don't need from the top layer, flatten the image, save, then import the new combined character image back into Magellan.
  3. I assume you want to redefine the same characters for each movement? So the characters don't have to be redrawn just redefined? I would set up the first set of characters in Magellan, Export for XB256, then add CALL COMPRESS(1) Just before the call key statement, then merge the COMPRESS program from the XBGD package and run it select 6 - SCREEN2 CHAR PATTERNS Select only the range of characters you want to save, they should be sequential. Save the merge file and remember the line # for that character set Repeat for all the other movements, giving each one a different line# that won't overwrite the previous ones. For example let's assume each "sprite" is separated by a hundred, so the first data statement is at 1000, then 1100, 1200, 1300, 1400. The last line of each "sprite" data set is a "" So in game you would, merge all the data statements into your base program, then draw the characters on screen, Then in your game to redefine a character set you would set your restore point to whichever data represents what you want to do This is the subroutine I would use in TIdBit _STAND: RESTORE 1000 :: GOTO _READDATA _BLOCKHIGH: RESTORE 1100 :: GOTO _READDATA _BLOCKLOW: RESTORE 1200 :: GOTO _READDATA _PUNCH: RESTORE 1300 :: GOTO _READDATA _KICK: RESTORE 1400 :: GOTO _READDATA _READDATA: READ A$ :: IF A$="" THEN _READDATADONE :: CALL LINK("CWRITE",A$) :: GOTO _READDATA _READDATADONE: RETURN CALL LINK("CWRITE",A$) Is what puts the character definitions into VDP There are obviously some optimizations you could make because your head never changes, and for 3 moves the legs are the same, and the 2 others are similar. I hope this is clear, I've done it so much it sounds clear in my head.
  4. I used it in Night Stalker for the thump sound and the shots and explosions were on the other player
  5. Ok Rich, I didn't know trying to help was frowned upon around here.
  6. The ones I got with my Flashback feel very cheap.
  7. XB256 also lets you use the full character set range
  8. I already wrote that I did, and that I no longer have the cassettes
  9. I check this forum every day and almost missed my chance, it's how it goes with homebrews.
  10. Myst was just pre-rendered stuff, with a point and click interface
  11. If it works, it looks to be in pretty good shape. https://www.ebay.com/itm/Original-First-Version-Texas-Instruments-TI-99-4A-Model-PHC004A-Vtg-Computer/362590063693?_trkparms=aid%3D555018%26algo%3DPL.SIM%26ao%3D1%26asc%3D57158%26meid%3D02320a0e74a84d6fa5632c46ccbe543b%26pid%3D100005%26rk%3D3%26rkt%3D12%26sd%3D133015327978%26itm%3D362590063693&_trksid=p2047675.c100005.m1851
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