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Lavalamp

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Posts posted by Lavalamp


  1. 3 hours ago, Karl G said:

    Here are refers to worldTiles, but I don't see it reference in the code snippet you gave. Presumably that is an image that your map file uses, but you aren't referencing in the code yet? It needs to be included before the plomapfile, and also have the pallette it is using as the last parameter  

    Sorry my bad, uploaded a test 160a one I was trying.


  2. 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

     

     

     


  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?

    • Like 6

  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. 1 hour ago, Sporadic said:

    The blank chm help file is a security feature of windows. You have to right click > properties on the file, then one of the tabs has a checkbox at the bottom to tick to "unblock" it. I can't remember the actual wording.

     

    I suggest reading the quickstart guide in the docs folder. That walks you through setting things up.

    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. 16 minutes ago, Clint Thompson said:

    I’m not sure what the differences or benefits are but that seems unlikely. The BASIC portion of JagStudio is highly effective and quite easy in the grand scheme of things. Highly recommend you take a peek.

    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...image.thumb.png.f7340da88f7f46fc1ec043ad1596a6d4.png

     

     


  7. On 8/18/2018 at 1:23 AM, Frankie said:

    Has anyone installed one of these in an 800xl? If I add an additional socket to clear the 74ls158n chip then it hits the keyboard. I'll try removing the socket from the 74ls158n but I don't know if that will give me enough room. Even without using an extra socket on Sophia it seems really close to the keyboard.

     

    Frank

    Yes same issue, had to place tape to the underside of the keyboard to prevent any shorts.


  8. On 2/28/2019 at 1:54 PM, CPUWIZ said:

     

    More news coming on this sometime this year (I don't like dates, since I work with my own money and time), some people know how long I have been working on the new kit. ;)

     

    Thanks CPUWiz for your support of the 7800 BTW Looking forward to purchasing one of them.


  9. On 9/12/2020 at 10:09 AM, SmittyB said:

    That does look fun, I'm eager to see how it develops. For my answers I'm going to assume you're using 7800BASIC.

     

    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

     


  10. 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. 

     

    Capture.thumb.PNG.0db06f94f8c009f9fa8d0ef35a336391.PNG

    Capture3.thumb.PNG.36e02459411e430404497a6f9c017c75.PNG

    Capture2.thumb.PNG.0ad0aa324d1d20bc1d579455c85ec3c4.PNG

    • Like 8

  11. On 10/31/2020 at 3:46 PM, RevEng said:

    It works, and an example like yours is even part of the for loop example in the docs. You've just omitted the "step" keyword, which is required to specify the step value.

     

    [edit - unless you mean sticking "-1" next to a variable in a statement argument doesn't work. then right, there's no on-the-fly math to adjust statement arguments.]

    Thats right not a step, inline maths. Fixed a number of issues for me as you can imagine. Surprised it was running at all :)

    • Like 1

  12. On 10/31/2020 at 2:27 PM, 7800Knight said:

    I am impressed, @Lavalamp as I am a 7800 fan (as if you couldn't tell by my username).  I love to see new games for my beloved console.

     

    We need more platformers.  What I want to know is a point of reference - the game looks like a kitbash of Montezuma's Revenge and the Goonies.  Am I right?  Or were you aiming for a different feel?

    To be honest spent no time on those titles, so hopefully will be original. I want to put some surprises in. I also need music, haven't tried the tracker yet. Building a cartridge now to test it on real hardware, these are all uncharted waters for me...

    • Like 1

  13. 11 hours ago, SmittyB said:

    That sounds to me like you might be drawing the new map over the top of the old one, and because that takes a lot of time to do it's having to stop after a certain point so the previous map shows instead.

     

    If you're using savescreen / restorescreen to avoid plotting the map each frame you'll need to clearscreen, set up the new map, savescreen, then carry on as normal.

    Thanks fixed the problem!

    • Like 2

  14. What's the best way to handle multiple tilemaps for multiple levels in 7800Basic? I seem to be having issues when trying to plot the second level tilemap it seems to be printing a bout a 3rd of the previous map in the bottom half. Is there an example I can look at?

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