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Lavalamp

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Everything posted by Lavalamp

  1. Unfortunately my 1088XEL project failed, may revisit it next year. Below is the link to my case designed to be 3D printed if you want to give it ago, I did print the rear IO ports and this fitted perfectly, and the breakouts for the port covers did too. https://www.tinkercad.com/things/3MTwi9fbOTT
  2. if you use a 128 x 96 image based on 4 index colours from the Atari 256 palette you can use incbanner filename.png [graphics mode] [#1] ... Atarius Maximus excellent guide is pretty through here. This is my summarised version for GIMP 2: Below is my template (could be resized to 16x16 for sprites) with the correct ratio in place for 160B with doublewide on for sprites: Toggling Dot for Dot under View shows you the stretched image. I created a new view in GIMP so I could see them side by side. 1. Use Mode to switch between RGB and Index 2. First to restrict the number of colours to 4. (160A Mode) 3. Use mode RGB/Indexed again to restrict to the Atari Palette. (You can import this into GIMP as a ACT file from here) 4. I switch to RGB to select which colours I want from the Atari palette then switch back to the indexed mode.
  3. I think my ratio is the wrong way round...I prefer paint.net too. But it has no way to limit the palette that I could see, so you will still need to convert it in GIMP.
  4. GIMP has a terrible interface, but I guess its the only real option, I didnt know about the pixel ratio option though thats great.
  5. Thanks heaps that makes things a lot clearer I need to re-look at maps and re-engineer my game, there was a PLOTMAPFILE.BAS sample that shows three tilesets being using for multiple colours which appeals. I saw that SCROLL.BAS too which is amazing and would match my platformer well.
  6. I'm using the below is this RAM or ROM? incmapfile level_1.tmx Im thinking about swapping to using data statements so I can have colored tiles and tiles I can modify.
  7. This was with the plotmap map1 0 0 0 20 12 can i not use pokechar map1 TileX TileY 20 12 $30 to flip a tile?
  8. resolved my missing rat issue Another question the if you use the POKECHAR do you need to then re-plot the screen and save it again for the restore command? this is to change a tile. pokechar map1 TileX TileY 20 12 $30
  9. Its a bit weird, yes has multiple images, I only briefly looked at it last night, Ill do some more troubleshooting over the weekend. incgraphic rat1.png incgraphic rat2.png incgraphic rat3.png
  10. Thanks was just a quick type up, i'm not seeing any turn up at this point. code is: for check = 0 to rats tempX = ratX[check] : tempY = ratY[check] tempFrame = ratFrame[check] plotsprite rat1 4 tempX tempY tempFrame next
  11. Thanks for checking Also with sprites I have made an assumption that maybe wrong.... For num_enemy = 0 to 4 plotsprite enemy 0 x y frame next Can you only use the image once? The guide doesn't specify this. cheers.
  12. Can you not have a FOR NEXT loop after a THEN statement with 7800 basic?
  13. Fantastic, Ill check this out. Thanks!
  14. Has anyone created a sound effect library for use in our 7800 Basic projects?
  15. thanks SmittyB that makes sense, so the below gives me five instances of enemyX? dim enemyX[0] = var1 dim lives = var6
  16. Hi, I'm having issues with implementing arrays in 7800Basic, the online manual appears to have an example that makes no sense to me, it doesn't show how to declare an Array? I assume to declare its like my example below? dim enemyX[0] = var1 dim enemyX[1] = var2 dim enemyX[2] = var3 this means I can loop through them like this? for temp1 = 0 to 2 if enemyX[temp1] >160 then enemyX[temp1] = 0 next Also...getting the _length of data appears to be unclear to me, I get an error about it been before the data statement or something...
  17. Hi Mike, could you add "and" and "or" for the interpreter?
  18. Thanks I will re-engineer the code based on your recommendations, makes sense. I'll introduce you guys to my game Morph once I have the basics controls and collision detection working. Thinking about it I think my STOS Game Makers manual has a good example of this.
  19. The DRAWSCREEN command below was the culprate, I thought this needed to be called after plotting sprites? main_loop BACKGRND=$00 restorescreen globalFrameCount = globalFrameCount + 1 if globalFrameCount = 30 then globalFrameCount = 0 if globalFrameCount = 15 then gosub moveplayer gosub drawplayer rem drawscreen goto main_loop
  20. Thanks that's what I conlcuded, but its performing badly with the tile code removed so something I have introduced has done something. But its pretty clean early code so dunno. I got the map to appear so CHARACTERSET was the missing piece thanks! I didn't know that PLOTMAPFILES allowed the multi pallette support, nice!
  21. Awesome thanks guys. Also can I expect a huge performance drop when using a tiled background? I only mention this because I had the global frame counter drop from 60 to 10 to get the speed up again :/ might be my code though.
  22. Hi Peeps, having issues with getting tiling to work, the below results in a black screen...what have i missed? The Map has tiles set to emended and is XML, 8x16, and 20 x 12 in size. Thanks guys. set doublewide on set basepath gfx_morph set romsize 48k set tv pal displaymode 160A rem Color Palettes P0C1=$02: P0C2=$06: P0C3=$0F : rem grey, light grey & white rem Graphics Import incgraphic tileset_level_1.png incmapfile level_1.tmx main_init clearscreen plotmap level_1 0 0 0 20 12 savescreen drawscreen main_loop BACKGRND=$00 restorescreen drawscreen goto main_loop
  23. thanks RevEng, the common issues above also helped me track down another issue. Still have something else wrong it now boots to a black screen.
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