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About Lavalamp

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    Chopper Commander

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    Wellington, New Zealand.

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  1. I'm having trouble understanding how to invoke 12 colours, I keep getting the following error: *** (48): ERROR, plotmapfile didn't find a palette for worldTiles Reading else where I've seen warnings not to use it for background or play field characters, and that you mix 160A and B graphics, although I don't know how this is done. I couldn't find any example code of 160B being used. Below is my modified version of the plotmapfile sample file but updated for 160B, any insight would be helpful. Points to note the PNG for the tiles has a 12 colour palette generated in ADS's sprite editor, the tiles are embedded in the Tiled map. What have I missed? set doublewide on set basepath gfx set romsize 48k set tv pal ; ntsc set trackersupport basic displaymode 160B _setupPalettes P0C1=$00 P0C2=$08 P0C3=$0F P1C1=$D2 P1C2=$D5 P1C3=$D7 P2C1=$A2 P2C2=$A5 P2C3=$A7 P3C1=$42 P3C2=$22 P3C3=$25 P4C1=$42 P4C2=$22 P4C3=$25 BACKGRND=$00 _import_tile_sets incgraphic brickTiles.png 160B 0 1 2 3 4 5 6 7 8 9 10 11 0 _import_maps incmapfile underGround.tmx gosub setupScreen goto mainLoop mainLoop restorescreen drawscreen goto mainLoop setupScreen rem characterset brickTiles clearscreen plotmapfile underGround.tmx underGround 0 0 40 12 savescreen drawscreen return
  2. Hi I would like to order one please: + Pokey Max +YM2151 module +cable with a 5.5/2.1mm plug + Shipping, thanks!
  3. I'm thinking of re-writing Morf now that I have more of a handle on 7800Basic, I need to re-write the collision/tile detection, and want to explore the use of more colours. Also, I would like to have a continuous level, rather than separate Tiled maps. is it possible to do this with Tiled? I take it it will be limited by memory?
  4. Need a bit of help with Morf, its progressing, but I got a bit stuck on how to do a DELAY or WAIT , basic loops don't seem to work. Ill use this for title screens etc. I have a new bug where PEEKCHAR is not seeing the right area of RAM, which should be the screen, its odd.
  5. Lavalamp


    Thanks that did the trick, noticed BCX website no longer exists? Quick start needs to add run as administrator for the very first step otherwise you get a access denied error. Oh, just realised I put it in the Programs folder...
  6. Lavalamp


    Sorry I'm bit of noob with Jap development, so I'm not entirely sure what I'm looking at here. There's no installer or IDE that I can see. Is this aimed at a different level of developer? I found the BCX Help file but displays no content...
  7. Lavalamp


    Would be nice to have Visual Studio Code integration like the awesome Atari Dev Studio for 7800 Basic.
  8. I would like one for my 800XL PAL, thanks.
  9. Yes same issue, had to place tape to the underside of the keyboard to prevent any shorts.
  10. Thanks CPUWiz for your support of the 7800 BTW Looking forward to purchasing one of them.
  11. Sorry if this is a silly question, but when you peek a tilemap to identify a tile, at the moment I directly address the map like so: tileID = peekchar(level_1,tileX,tileY,20,12) I want to be able to reuse tile/map code, to instead of using level_1 can I point it by doing this? level = level_1 ... tileID = peekchar(level,tileX,tileY,20,12) Update 22/11/2020: I fixed the above by using memcopy to move the ROM data into RAM Turned out I had just to look at the samples
  12. Update: Graphics been tweaked all the time, got my movement finally sorted, map 2 added, still lots todo. Also discovered if you reduce images to 4 index colours in GIMP you can than use Paint.NET (I prefer its interface) and save with its new support for 2-bit colour PNG.
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