jwierer
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Everything posted by jwierer
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Thanks for the compliment! It still requires that you first create appropriate images, but I agree it significantly reduces the amount of time to assemble and generate the code. -Jeff
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I posted my last tutorial on how to create a multi-colored title screen in bB using visualbB. -Jeff
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This is the last in a series of blog posts on creating different title screens using the title screeen kernel in bB. As with the previous tutorials, you'll need to be using a test version of visualbB. As with the previous two examples you can use the 48x1 mini kernel to create the effect of a multi-colored titlescreen. This is actually achieved through the flickering of colors. In this case, using a red and a light blue when blended appears white(ish). You can play with the colors in step 2b to test out different combinations. This example uses the ex4-color_by_flicker images included with the titlescreen kernel. 1.Launch the Titlescreen wizard 2.Add 5 new kernels with the following settings a.Kernel = draw_48x2_1 i.Image = title.bmp ii.Click Set Colors and use the following: $08 $08 $18 $18 $28 $28 $38 $38 $48 $48 $58 $58 $68 $68 $78 $78 $88 $88 $98 $98 $a8 $a8 b.Kernel = draw_48x1_1 i. Image = yoshi graphic.png ii. Set Height = 87 (Setting it to half height creates the illusion) iii. Check the Colored radial buttion iv. Set Color 1 = $4b v. Set Color 2 = $ac c. Kernel = draw_space i. Spaces = 10 d. Kernel = Draw_481_2 i. Image = press fire.png ii. Check the Colorcycle Checkbox e. Kernel = draw_score 3.Click Preview and you should see something like this (click to see animated gif) One of the other nice things about using the titlescreen editor is you can configure your titlescreen and then save it to an .xml file. You can modify the XML outside of the editor (just don't break the format) and you can reimport it later using the File menu in the title screen editor. Additionally form the main vbB user interface you can add an existing item and select a title screen. Simply point to the saved .XML file and it will reload all your settings into the titlescreen. Therefore, if you decide you want to change something you don't have to start all over, simply import the previous settings and modify as necessary.
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When using startInfo you can add a working directory and arguments property. It appears the arguments property is one that has a length limitation. Working directory doesn't appear to have any problems with lengths or quotes... -Jeff
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You're right. Filename "test.bas" works. Filename "te st.bas" doesn't work. While investigating the length issue, I actually added the quotations at the same time. So both should not be an issue in the future. -Jeff
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Thanks for reporting the problem. The way I use bblint, I have to take the active code in the code editor and write it to temporary file and shell out so bblint can check it. I do this because I can't assume the programmer wants to save the active code using the actual name as I may be overwriting good code with bad code! The problem is I use a random guid and append it to the actaul name. If the existing file path is quite long, as yours is, you hit an argument limit in .NET. when a commandline process. I figured out a workaround and subseqent releases won't have this problem. For now if you want to keep the long name, then put it in a shorter folder name and that should fix the problem. I should have another test build out this week(end) which will add more support for the latest bB1.1 beta. -Jeff
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Thanks! That fixes the problem, though it still seems like a bug since it previously worked as-is. -Jeff
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Here is a sample music file using sdata. Compiles using previous releases, but not the current 1.1 beta. I get this error: DASM V2.20.07, Macro Assembler (C)1988-2003 music_little_lamb.bas.asm (1920): error: Illegal Addressing mode 'sta '. --> _begin f500 music_little_lamb.bas.asm (1923): error: Syntax Error ''. music_little_lamb.bas.asm (1923): error: Illegal Addressing mode 'sta +1'. Errors were encountered during assembly. music_little_lamb.bas -Jeff
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The problem is the notes are just stored as sdata and as far as I can tell data statements don't support linline comments. For example it would be nice to be able to add : rem <note> to each line. I haven't tried it with the latest compiler using semicolon comments, because I can't the sample music file to compile using the latest. Must be a bug... -Jeff
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Can you only have one C-style multiline comment block with /* and */? Seems like if I have more than one it won't compile. -Jeff
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In case anybody is playing with the test release, I posted a couple tutorials on how to create a scrolling and animated titlescreen using visualbB. (You'll need to click to view as an animated gif) -Jeff
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If you're reading this, then you've already downloaded this test version of visualbB, if not you're not going to get this to work! One of the nice features of the title screen kernel is you can use the 48x1 mini kernels to create an animated component of your titlescreen. This example uses the ex3-animation images included with the titlescreen kernel. 1.Launch the Titlescreen editor 2.Add 5 new kernels with the following settings a.Kernel = draw_48x1_2 i. Image = gear logo.png ii. Set the backcolor to white iii.Check the colorcycle checkbox b. Kernel = draw_space i. Spaces = 10 c. Kernel = Draw_48x1_1 i. Image = animation stacked.gif ii. Set color to $77 iii.Change the kernel to Draw_48x2_1 (this is a trick to set each line color since this kernel uses a color per line) iv. Height = 40 (This is height of each frame and is the an important for the effect to render properly) v. Check the Animated radial button d. Kernel = draw_space i. Spaces = 20 e. Kernel = draw_48x1_3 i. Image = press fire.png ii. Set the backcolor to white 3.Click Preview and you should see something like this (click to see animated gif)
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Is there a good working playfield editor?
jwierer replied to Tjoppen's topic in Atari 2600 Programming
While the playfield editor generates bB code, you can paste it into the included graphics converter and you can right click on bB and convert to assembly. It's a two step process, but better than doing it by hand. You can also import an image (bmp, png, gif, jpg, etc...) and convert it directly into assembly or bb. -Jeff -
If you have not already you should download the latest test version of visualbB and walk through creating a basic titlescreen first. Now that you have the basics down, this will help you create a title screen that includes a scrolling element. This example uses the ex2-scroller images included with the titlescreen kernel download package. 1. Launch the Titlescreen wizard 2. Change the score font to RETROPUTER 3. Add 6 new kernels with the following settings a. Kernel = Draw_96x2_1 i. Image = robotron logo.png ii. Click Set Colors and use these: $40 $41 $42 $43 $44 $45 $46 $48 $49 $4a $4b $4c iii. Keep the defaults for everything else b. Kernel = draw_48x1_1 i. Image = robotron scroller.bmp ii. Height = 40 (Changing the height here is key!) iii. Check the Scrolling radial button iv. Keep the defaults for everything else c. Kernel = draw_48x1_3 i. Image = 2084 logo.png ii. Click Set colors and set to $1e d. Kernel = draw_gameselect e. Kernel = draw_score i. Check the Colorcycle checkbox 4. Click Preview and you should see something like this (Click to see animated gif)
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Probably I sent him a PM earlier in the week. Still waiting...
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I posted another test build to my blog. This one includes instructions on how to use the Title Screen Wizard which simplies the process of creating high resolution title screens using RevEng's titlescreen kernel. You still need to create the graphics in a seperate graphics editor, but this should expedite the process of generating the bit code, assembly files and a sample .bas file. The post includes instructions on creating a basic title screen, though it can be used to create a title screen with a scrolling, animated, or mutli-colored image. I'll post some additional how to steps when I have a chance. -Jeff
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The Titlescreen Kernel is a custom assembly module that allows you to display a high quality titlescreen in your batari Basic game, without having to write any assembly code yourself. This will walk you through creating the most basic titlescreen. If you want to learn more about how this works, or creating a titlescreen by hand, please read the documentation included with the titlescreen Kernel download. The following steps will walk you through building a basic titlescreen using the included samples: 1. Install the titlescreen kernel – Download, unzip, and copy the titlescreen folder to the same folder as visualbB.exe. It should contain the following: 2. Download this test version of VisualbB Build 558 VisualbB_1.0_Build_558.zip 3. Make sure you have the VisualbB Sound library or the Music Editor will crash! 4. Launch VisualbB 5. Right-click a project folder and select Add-> Title Screen. 6. This will launch the Title screen wizard. 7. A custom titlescreen is made up of multiple display minikernels. Each selected minikernel is stacked on another. Click Add Kernel. 8. Next you need to choose a min-kernel. Select draw_96x2_1 from the dropdown combo box. 9. Next double click the image box on the right add the sample image, logo.bmp 10. Right click the Image and select background color 11. Click on the gray area so that it becomes the background color and the white will be used as the forecolor. 12. Use the following session to add another kernel Kernel: draw_48x1_1 Image: sun graphic.png 13. Click Set color and set to $42 14. Use the following session to add another kernel Kernel: draw_48x1_2 Image: sun graphic.png 15. Next add another kernel for spaces set to 3 16. Finally add two additional kernels for 17. Click Create Title Code to generate all the code. At this point you can tweak the code if necessary. 18. Check the boxes for Open in IDE after create 19. Check Preview after create 20. Click Create 21. You should also notice a new file created <nameofproject>_Title.bas was created and opened in the editor.
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As your code grows it can difficult to easily navigate it. Bookmarks provide a convenient way to mark sections of code so you can quickly jump to that location. Here is a quick guide to using bookmarks: Highlight a section of code. Right Click, Select – Add Bookmark. Bookmarks will be added to the new bookmark section within the Project Explorer Alternatively, you can manually enter a search term and use the add to place it into the bookmark list. Bookmarks are saved so when you reopen a project they will automatically be loaded. Additionally, as you switch between different programs the list of bookmarks will change based on your previous settings. You can also right click on bookmarks to jump to, remove, or reorder the bookmarks. If you want to test this out you'll need to download this build of VisualbB.
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For your Music Dialog error I believe it either cannot find, or you have the incorrect version of these irrKlang.NET.dll verison 1.1.0.0 date 2/17/2010 ikpMP3.dll version 0.0.0.3 date 2/17/2010 Other than that I am out of ideas what could be wrong with your machine. -Jeff
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I honestly think you have something else running that is interfering such as anti-virus, spyware, or other that doesn’t trust the application. I personally run with UAC off, but you could also just right click run as administrator if you want to grant it full privileges. I can confirm, as with others, that it runs fine on Windows 7 32-bit and 64-bit. I assume you’re not on some netbook with insufficient memory? For our code problems you should probably start a new thread. -Jeff
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Actually I think you're first line is incorrect. I believe you want the <> operator if player1x <> player0x && player1y> 5 then player1y = player1y - 1 For the crashes, don't just send the dump. Please send the steps to reproduce it. On the Music editor, I am at a loss. It's as if it's not detecting the .dlls, assumming they are in the directory. -Jeff
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Hack-O-Matic 3 with Pinning feature and comments!
jwierer replied to SalemFrost7800's topic in Atari 2600 Hacks
Hi Jeff, it's been awhile since I visited AA but I got to thinking about HOM3 the other day and I am glad to see your still improving the project. Keep up the good work. My pleasure. Still willing to fix bugs if they occur. Would be great if this topic was pinned. I think folks have trouble finding it unless you know to search. -Jeff -
I posted a "test" version of vbB that includes some new support for the DPC+ kernel. You can download and play with it from my blog. There are a few other features I've added as well such as a integration with bblint, bookmarking, and a titlescreen kernel wizard. When I get a chance I'll add some additional information there on how those work. -Jeff
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bBlint is a useful tool written by RevEng which will do basic code checking such as: unindented commands, indented "end", unmatched for and next counts, and incorrect "end" counts. Now VisualbB can be integrated with bblint. Simply download bblint from here and unzip to the same folder as visualbb.exe. When detected, the following menu will be enabled. Additionally, when compiling bblint will be run and report back any errors discovered before launching the compiler providing an easier way to debug syntax errors missed by the vbB editor. If you want to test this out you'll need to download this build of VisualbB.
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Batari has started to release early versions of the bB1.1 compiler that includes support for the new DPC+ kernel. While this is likely to go through a number of language iterations, I started to add initial support for folks that want to start creating new sprites. You can read more about 1.1 from batari's blog. Here are some of the changes in visualbB: The most important change is that player data is stored right-side-up in the DPC+ kernel, so the sprite editor was modified. When you copy the color and sprite data will be right side up (upside down if run in the standard kernel). Also the height in the editor will be viewed as half the height of the normal sprites. New keywords are available in the intellisense editor. Playfields may be defined for up to 256 lines, though only around 180-ish will be displayable. The playfield editor resize maxium was changed to allow 180, but it is admittedly slow. For large playfields I would recommend using a real graphics editor and use the graphics editor. Graphics editor has a DPC+ kernel checkbox. Sprites will be right side up when checked. When vbB launches it will check the version of compiler installed. If it detects 1.1, or later, DPC kernel options will be enabled for the sprite editor and sprite animator and the additional keywords will be loaded into intellisense. Here are the steps to use this: Download and install the beta version of bB version 1.1 Download and install the beta version of Stella. Download this test version of VisualbB Build 557 VisualbB_1.0_Build_557.zip Make sure you have the VisualbB Sound library. Launch (if already open relaunch) vbB. Using the Sprite Editor works exactly the same as before, except the sprite heights will be half the height as before and the sprite player can be player0 though player9 (though 6-9 currently don't work in the beta) When you right click preview in emulator it will preview in the correct kernel, standard or DPC+, depending on what is selected The Sprite Animator works similarly. A new DPC+ checkbox was added so you can select to preview using the standard or DPC+ kernel. Finally, the Image converter was updated. If you want to create a DPC+ compliant sprite, check the DPC+ kernel. This will orientate the pixels right side up. Some notes about the initial beta. For now, you need to set player colors. If you do not set player colors, it reads garbage data for the colors, which is usually zeros but could be anything. This will be fixed. The playfield command works as before, but height must be set using DPC+ registers DF0FRACINC-DF3FRACINC. These each define the row height of each 8-pixel column of pixels. How they work is there is an internal 20-bit accumulator for each with lower 8 bits initially set to zero at the start of the frame, and the DFxFRACINC registers contain an add end that is added to the accumulator each scanline. When the lower eight bits of the accumulator exceed 255, the playfield will increment to the next line. Playfield colors are handled by the normal method and must be defined, however you may use a single color or any level of striping because DF4FRACINC sets the increment for the color counter. To make the playfield a single color, set DF4FRACINC to zero. There are some bugs as well that you can read more about in the main forum thread.
